For all skeletal meshes in my project, I want to set up several material effects such as dissolving, on hit flash and status effect. It looks like they should be done through dynamic material, but how can I manage all materials at once without going into individual material to configure them.
I have thought about setting up a master material, but it comes with below issues:
- I need one master material per shading model since complex character mesh involves subfurce material, hair material, eye material and etc… which cannot really all use same master material.
- When I add a new mesh asset (either customized or from marketplace), I would need to go into every single material and reconfigure their master material, which seems to be very inefficient and time consuming. This will also cause a very complex material dependencies when multiple asset sources are involves.