Dear Friends at Epic,
I am just beginning to dive into material layers here, so please let me know if there’s an easy way to do what I’m envisioning
#What I’m Envisioning
I’ve always wanted a way to truly and easily blend between two materials during game time, controlled by setting values on a material instance
Currently I imagine I can set up a material layer and make the alpha material parameter
Would it be hard to actually make the input of the material blend node, a material function call, into a material parameter?
#Material Function Call Parameter
Since I am designing an in-game editor, the ability to allow the user to choose from among several material functions would actually be done best by having a “material function call parameter”
#Regarding Variable Types and Quantity of Material Function Parameters
Perhaps there could be a TArray of FStrings for each Material Function Parameter, and you could retrieve from UMaterialInstanceDynamic a list of the input names, and supply the FString version of things like FLinearColor, float, int etc to set the inputs
This would all be a way to handle not knowing what the type of the material function inputs might be in advance, but there’s probably a better way
What do you think?
PS: Specifically I’d like this to be added all the way down to UMaterialInstanceDynamic for control by C++ during game time