I am currently using a blueprint to fade away a decal when I am holding a button down. This works, but the issue is when I create another instance in the level they both fade at the exact same time. My character uses a line trace and sets a hit actor variable which feeds into my interface when I press the corresponding key. Below is the link to the decal blueprint this is affecting.
I have tried creating a material instance on begin play and assigning that material to the decal, which works and creates a MID for each instance. However I am not able to set the opacity on the MID how I need. I am checking in the blueprint to ensure I am hitting the same actor that I am looking at, which returns true and is correct.
I’ve been messing with this for a few days now and feel like it’s something small that is causing the issue. Any help would be great, thanks.
I might be doing something wrong but when I create the dynamic material instance and get the reference to it, it doesn’t change the opacity when I try and set the scalar value on it. I haven’t used the MPC on the reference
I then let my timeline from the blueprint URL fade the material, but it still happens on both instances. I have also dragged the MID reference out and tried to set scalar parameter on Opacity but it does absolutely nothing. Is there something I am missing?
I pasted the blueprint URL above in my initial post, in there is the full code for the blueprint where I fade the material. The material I am using is from Quixel using the blood decals. Here is the material instance:
As expected. This an MPC, a collection param affecting all instances. Use a regular scalar param in the mat and set scalar param via blueprint for the desired instance.