I have a question related to a 3D game environment I made in Unreal, it’s an abandoned hospital and I made a basic blueprint script to make the light actors flicker in the level, here is what it looks like:
The way i did my setup is that the lights are meshes which i applied an emissive material to, and I added a rect light below them to cast an actual light, and I used those rect lights in blueprint to make them flicker.
My problem right now is that the rect light actors flicker correctly but the emissive material on the light mesh remains on, is there a way in blueprint to make the emissive attribute of my light material follow the flickering of the light actors?
Would you mind giving me an example on how to do this please? I am a beginner in blueprints and unreal in general, i don’t know how to expose a parameter in a material and make changes to it in blueprint.
Then I selected my lights fixture actor in the world and made a blueprint from it, this is the construction script in order to set the dynamic material parameter: Imgur: The magic of the Internet
Then I tried making an event script similar to the one for the flickering lights, but for the emissive material this time: Imgur: The magic of the Internet
But for some reason the emissive material doesn’t flicker at all.