Hi fellows,
Does anyone know how I should go about changing the texture tiling of a material at runtime?
Example, I am in game, I drag and drop a material on a plane, and then I would like to be able to modify the tiling of this one with umg. Is this possible?
I guess I need to call the material instance and change the U/V tiling but I don’t know how to go about it
Hope it helps
Take texture coordinates
split into U and V (R and G in RGB vector)
multiply each one by a scalar parameter…that will be the tile value
then you can optionally add another node adding an offset value for each
then merge U and V again and plug to the UV of the texture sample
Thanks for the answer,
I must have explained my problem badly I apologize, I already have this solution, I can already modify the tiling of my material.
The real question is how do I do it AT RUNTIME when my material is already applied to an actor?
Follow the video:
when you right click a scalar value or any other parametric value in a material hyou can convert it to a PARAMETER and give it a name