1. I can’t seem to find a way to set the inside material after fracturing. I tried adding a second material slot to the static mesh asset itself before making the geometry collection. I also used the “AddMaterial ToCollection” and plugging a MakeMaterial into the Inside Material, trying to make a FaceSelection (CollectionSelectByAttr) I see the Faces.Internal is set correctly after VoronoiFracture, but all MaterialID are set to 0. This seems to be the missing piece. Is there a way to set these?
2. I can only add materials, not material instances with the MakeMaterial. Is there another way to do this?
3. I can’t find a way to make the dataflow work on the geometry that I made the Geometry Collection with. I tried GetGeometryCollection Asset > GetCollectionFromAsset but this doesn’t seem to give me anything.
Any more insight would be very much appreciated. Thanks!
Steps to Reproduce
I was looking into a more procedural and reproducible way of fracturing asssets and came across the new Dataflow approach. When following this quickstart guide, I ran into a couple of issues.
I synced 5.5 and made a simple graph that does assign the internal material ( see attached screenshot )
This works with material but not material instances effectively because of AddMaterialToCollection only supporting plain materials
In 5.6 we have deprecated the material nodes in favor for the material interface ones ( that support both material and material instances )
If you are stuck with 5.5 but have access to source code you could add needed nodes that support that ( and if you have access to 5.6 source code get them from there )
Here’s the github original change if you need it :
regarding getting the geometry, you can start from a static mesh potentially ( StaticMeshToCollection ) a blueprint ( BlueprintToCollection) or if you want to reuse a geometry collection you have created in the fracture editor , the best way is this combination of nodes :
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Let me know if you have more question about Dataflow and Chaos Destruction