This is probably an easy fix that I’ve been wasting so much time trying to figure out. But I have a set of lanterns that I want to flicker. I created a material function that gives somewhat of a breathing effect like a flame would. I then created a blueprint that houses a point light and my particle effect. What I’m trying to now do is have each of the bp’s in game flicker differently so not every lantern is breathing at the same time. Any ideas on how to do this?
Heres my BP and light function
Since you’re already using a BP for them, you could easily get a random number, between 0 and 1, and pipe it into a custom material variable that gets added to the time. Use a dynamic material instance, within the BP.
EDIT: Here’s what I mean:
Within the material:
Ok I’ll give that a try, thanks!