How do I affect a particle system's material in blueprints?

I have a dust particle system inside a blueprint and I’m trying to figure out how to have an event trigger a change in the particle system’s material but I don’t know the right nodes I’m supposed to use.

There is a material parameter called “Dynamic Parameter” and a matching particle module. This allows you to push values back into the material through it’s channels

Okay I’ve been trying to work with this for a few days but its not quite working yet. What node do I use in blueprints to set changes to the value of this dynamic parameter? Set vector parameter, material parameter, and float parameter don’t seem do be doing the trick.

I’ll do a quick rundown:

My Material and particle:

So in the material i plug each param of the Dynamic Param into an input of a vector (i’ll use each param to control a color channel of emissive).

In the Particle System i add a Dynamic Parameter module to my emitter. I open the first param and set the Distribution for its Param Value to be “…ParticleParam”. I set the Parameter Name to “DParam1”. Lastly i set the Param Mode to Direct and remember to set the Constant value to 1.

Now in the blueprint i can setup some little logic to change my Particle Parameter:

My solution to change the color is to use a simple VectorParameter that is easy accessible in BP through a Dynamic Material Instance.

“Now in the blueprint i can setup some little logic to change my Particle Parameter”

But which blueprint do you put this in? The level Blueprint?

Whichever blueprint is appropriate. If this is attached to a character you could put it in the character blueprint. If it is an effect that changes based on triggers in the level then the Level Blueprint could be fine.

If, for instance, I wanted the color to change as a player approached it I may make a new Actor Blueprint, put my particle in it, and set up the logic internally there so i could reuse it all over the place.

how do you do this so it changes per particle rather than the whole particle system as a whole - adding different textures dynamically instead…

dynamic parameters are not available if you use GPU Sprites

I’m having a hard time understanding the “SetFloatParameter” node’s usage in more complicated cases. My Dynamic module in Cascade is set to “Distribution Float Constant Curve”…how would one go about changing the points on the curve if the only options are SetColorParameter, SetFloatParameter, SetVectorParameter, and SetMaterialParameter?

I’m trying to do something that SHOULD be easy and seems like a common use case. I want to parameterize the points on a “ColorOverLife” module but I can’t figure out how to do that.