How to condition material based on different actors properties?

With the plugin I’m using, I can only use one material. However, I need certain actors to be emissive and certain actors to not be. Is there anyway to condition a material based on a variable or some kind of property difference between actors?

Make different material types. Then make instanced materials out of them. Then make dynamic instanced materials out of instanced materials (watch some tutorial about dynamic instanced materials, its easy just sounds complicated).

When you have bunch of those instanced materials, and watched tut how to create dynamic materials. You can apply material to meshes during runtime.

This part i am not sure: in ancient times of 4.2 or so, you needed dynamic static mesh to be able to change its material in runtime (now may be named movable or so.). But this should be explained in tutorial about dynamic materials.

You could use Custom Primitive Data:

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Usually I end up creating a dynamic material based on a material, then I can use the properties and tweak them to my liking from within the blueprint.

Alternatively you can make a Parameter Collection and tweak that as well.

Related material that i quite recently made for debugging parameters and instanced static meshes with per instance variable data.

Quite big/long but simple, so i split it:

Whole material:

Enter parameters:

How to connect parts of chain:

And result color:

Ps.
Remember to set number of float data per instance to more than 0!