Hey there!
Is it in anyway possible to run a niagara/hlsl function from blueprint?
I’m surprised I can’t find any way to execute hlsl code manually (without the context of an emitter). The closest I came while searching were compute shaders in unreal and they seem to be extremely complicated to setup.
Is it perhaps possible to “misuse” a material to execute the hlsl function?
The reason for this is: I have some computation that screams for parallel execution (grid of x thousand by y thousand points, that all are computed in the same way).
Maybe someone can help me! Thanks!
I’m in UE5.4