No, they can all come from different materials. But you can’t save material instance references ( I don’t think ).
You need to keep the material instances in an array in the game, and just record which one was used on each mesh. Then you save the int ( array index ) in the save game.
You can also save what settings you have changed on each instance in the save game. UV sizes, contrast, etc…
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This is Super , can you help me to save and load the configuration which is similar to this. Am very to use this save and load feature.
I have a Blueprint Actor where my assembly parts are added as static mesh.
Inside this Blueprint I have created custom event to set material for the component.
Function is created to call the static mesh.
This custom event is driven by the User Interface widget button.
Am attaching the Blueprint node images, can you help me to get save and load option by the User Interface widget buttons.
Like I was saying above, it’s not easy to craft a save system when you’re controlling everything from a central point. Because, doing that only leaves you with the option of controlling all the saving from a central point also, which is a bit of a nightmare.
Using blueprints instead of meshes is the answer. The blueprints just contains the meshes you had anyway, but with the necessary code to change materials and save and load those changes.
To make this work cleanly with a lot of different blueprints, you’d need to get good at blueprint inheritance and using blueprint interfaces. But once those bases are covered, there’s nothing to it. Then you only have to write one, quite complex, parent blueprint, and everything else would fall in place, with no work whatsoever.
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