How can I setup an asset skin system similar to wraps in Fortnite that allows at runtime for changing materials on specific parts of the asset while other parts stay the same?
For example: I have a static mesh crate that uses a normal map. I want the base normals to stay always. I also want the crate’s handles to be a specific material such as rope always. But I want the crate’s body to be a changeable tiling material that would blend on top of the base normals.
I have used the Layered Materials and Material Layers features and understand how to layer materials with masks in both.
I also understand how to swap materials at runtime in Blueprints. But I do not understand how to swap at runtime the top layers of materials only while keeping the base layers.
I’m thinking about it like blending one material on top of another material, but I’m not sure this is possible.
Thanks!