Id like to be able to take a scalar constant (emissive multiplier) from a material, and have it be a variable in the actor blueprint that I can make visible, and easily changed when just selecting the blueprint sctor. How do I go about doing this?
Make a dynamic material instance, apply it to the mesh, and then use the ‘set scalar parameter’ node
You can set a parameter in a material to read from the custom primitive data of the mesh. If you do that, and you apply the material to a mesh, then you can search for custom primitive data in the details panel of the mesh, and add the index that you selected for your parameter, and modify it at will. It will also work on instances of the blueprint in the world
Otherwise you can set the parameter in the construction script like so:
Where Boost is an instance editable variable
My understanding is this is generally more performant and can also save on draw-calls. Anything that mods a value in a material/material-instance itself can cost a call, along with the mesh. Sending the data WITH the mesh, saves us a call (or two), or more depending in how much you need to change in the material.
Thats great, thank you guys!!