How To Change A Material Instance Parameter On A Blueprint Object?

Yep, that’s the plan…but I don’t know how to do that:) I tried looking at the Content Examples and looks like you can do it with a custom event, but I can’t for the life of me figure out how the custom event is triggered by the trigger vol…AHHHHHH!

Thanks for any help!

steve

May I ask why do you need to set the variable that you named body paint in the construction script? I got mine working thank you very much, I’m just wondering why is it necessary if we are not calling it not even once in the event graph

what kind of Variable have you created for “Body paint” ? It doesn’t work for me

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Thanks for the help!!! 7 years later and it still works perfectly!

why is the top image cropped? What’s the last node?

I think you mean the first screenshot i posted? It’s the construction script of the actor BP.

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If anyone stumbles across this, go check this thread for an added layer of weirdness!

As you’ll be able to see, you can do this without any Dynamic Material Instance, which is VERY strange, since the documentation clearly states it cannot be done

For updated inside UE5 here is another form of doing this.


By using a dither you can set the texture to allow for both opacity and a masked mat, it will be more pixelated however this is one way you can develop a mixed mat.

You set the mat Multiplier to a param, this allows you to in the BP Change the scalar to for example 0.3-0.5 to be half vis then set it to 1 when you click the button to make your texture. The Same with setting it to nothing, just set the button you want to activate it to what ever key and set the on completed to set scalar back to 0 or what ever state previous.

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