Hey,
I’m currently working on a fake glass material that utilizes a cubemap of the environment for fake transparency. My goal is to use the result of a Sphere Reflection Capture as a texture within the object’s material graph. Additionally, I need to dynamically swap these cubemaps whenever the object with this material enters a new reflection capture zone.
What would be the best approach to implement this functionality within the object’s Blueprint?
Here is a simplified version of material i’m using:
Any advice or examples would be greatly appreciated!
Thanks in advance!