So I have a mesh that when it’s interacted with I want it to change materials (single use button) to signify that it’s been used. I have a strong suspicion that it’s possible to use a timeline to transition between the materials (like changing the opacity of it to reveal the second or change the saturation) but I haven’t been able to figure it out.
If you’re just looking to change the material in BP based on use. I assume that you’ve declared a use button, for this example I will use E. If so, just get the object from the level (in your level blueprint, for example - or make a BP on the object itself, so it will be easier to instance, then reference your use button to activate it), get a Set Material node, hook it up as target, and then set the material you want to use in the dropdown.
Here’s a very basic example. Hope this helps, if not, let me know. Good Luck!
I’ve looked into that and doing it this way does work but it snap changes the material. What I’m trying to do is transition between the smoothly if possible so that it’s not as sudden of a change. This is what I currently have atm I’m using a lerp to blend between to textures in the same material.
I’ve been searching for hours on how to do this but with two Seperate materials, I’ve got a kitchen, with worktops, flooring, cabinet doors etc… I want to trigger an event to play an animation that switches between Mat A with Mat B using some sort of mask / linear gradient. All the tutorials I’ve seen focus with having the mask set up in the material, and they are just switching between textures. my materials are much more complicated and need to be thier own seperate entity’s.
Any clue on how to achieve this? I want to do the animating in sequencer so when our meta human model taps the worktop, the material changes and not just a blink and swap, somthing that transitions across.