I am spawning widgets on the screen at random intervals, and would like the material that the widgets are using to fade out once created. The problem is that I have no way to know how much time has passed since the material instance has been created, nor do I have a proper way to get game time within the material. The ‘Time’ node is the time since the engine(If playing in editor)/game(If playing in stand-alone) has started, but greatly differs in value from any of the Blueprint nodes that I have available in a Blueprint graph.
What I originally attempted to do was pass in the creation time of the material instance through a scalar parameter, and subtract that from the Time value:
This did not work, as there is no way to get the same value that Time provides, through Blueprints, in order to set the parameter. Answer-hub threads that I have read reference the ‘Get Real Time in Seconds’ Blueprint node, citing that it matches the time provided by the Time node in the material graph, though that is not the case for me (Tested in Standalone game, and editor preview).
I have too many objects to drive the opacity with a timeline, or in any other way on tick. What am I doing wrong?