I have a lot of images imported into Texture folder under Content which are named as Image_x.png
where x is a number from 0 to 199. I want to spawn 200 planes with an id on each actor, and apply the corresponding image to the dynamic material instance. So how to get the texture in blueprint without manually setting up a long silly data table or assigning the texture to each plane seperately?
You can make a editor actor action utility, as shown in this vid:
Then, you can load your materials in this fashion:You can see Iβm only load one material here, but the asset name is a string, so itβs pretty easy to have a loop making different asset names, as long as your materials are named sequentially ( MyMat01, MyMat02 etc ).
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