Floor / Ceiling Texture Strategy

I’m trying to figure out how to get two different texture sets to display on single floor / celling mesh (where the floor is one texture set, and the ceiling is another texture set, while maintaining only 1 drawcall).

This is a commonly employed strategy in existing content, but the FortniteBase material seems to assume a single texture set (good for props?). The floors appear to support either UDIM like workflows or atlasing of some kind.

The Master material doesn’t appear to be exposed however that I can find.

How can creators utilize this technique without creating entirely new materials?


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A bit more investigation tonight. I can now clearly see this isn’t controlled at the material level. Rather there are TextureDataAssets being assigned to slots on the Blueprint Asset and / or instance.

However, I’m still missing something. I’ve setup a blueprint, multiple data assets, and my instance is still rendering as solid white in the world.

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I’ve tried a assigning a number of different material instances to the static mesh’s default material slot (FN Material Base, a number of the Tiling Material Instances that ship), and not seem to accept my supplied Texture Data

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I should also note that I’m using my own imported custom modular architecture models

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I’m starting to think that’s the root of the issue. Is the 4 layer material not exposed publicly to be used in project materials instances?

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