Fade Set Material?

Hey all,

So I’ve created an actor blueprint where the Mesh and the Material are editable (so I can reuse the same BP but swap out the mesh and material). The object itself is a physics object and I want to set it up so that when the object is picked up, it fades to a different “Reveal” texture parameter 2D. So far I’ve got the material swap working fine, but it happens instantly. I’ve been trying to figure out how to get it to fade from the original material to the reveal material - essentially the base material will always be black, so I thought to simply multiply the texture parameter by a constant vector parameter called DiffusePower that controls the strength of the diffuse texture - but its not working so I’m hoping someone will be able to point out what I’m doing wrong. Here’s a screenshot showing my entire setup:

Anyone? I know its possible to do. Even if all you can do is point me in the right direction for a tutorial or documentation. My searches haven’t turned up anything.

Ok so I went back and revised my setup to boil it down to a more simple form without even using the Set Material node and its still not working.

For whatever reason, the ScalarParameter is being called, but its not having any effect on the material. Based on my material setup it should swap from black to white when its run but it just remains black.

Ok I was finally able to figure out the answer on my own. I added in the functionality to swap out the material as well as the mesh of my blueprint and then made both the original material and the new material into dynamic instances. For whatever reason this fixed the issue. Here’s a look at my final setup in case anyone else wants to know how to do this.
I’ll likely make a video tutorial later.

1 Like