So I’ve got pretty much what I want to happen, happening in the Blueprint Viewport, but upon runtime, there is no animation whatsoever.
I’ve set up my material, with Scalar Parameters to control U and V, created a Material Instance to be able to control those values, Made a blueprint that is essentually 3 planes rotated 60 degrees in a " * " shape all to make a simple animated fire.
The texture is an 8 image sprite strip, with a size of 512x512, each individual frame being and eighth of that, moving left to right. every 0.1 seconds, I’m offsetting the “U” by 0.125, showing the next frame in the image, then looping back on itself through exponential increments ( a value of 2476.375 should still show section 4 of the texture)
The Blueprint Viewport shows the desired effect, but runningthe game as simulation, new window, editor window, whatever, they all have the fire stuck on the first frame in the sequence.
I know there’s essentually a million ways to do the same thing, but in my quest to understand more about Unreal’s Materials, I was trying to change values inside materials on runtime, so I can apply that knowlwdge elsewhere in future projects.
I’d appreciate if anyone can explain why the viewport seems to animate exactly as intended, but no form of runtime gives the same animation.
Any information on animating with a strip image would also be appreciated, as everything I’ve found hasn’t helped me out much past “here’s a function to do this” and “this matches your search result, but is a 40 minute video about making billboard materials”
(I’d like to upload an image of what I’m seeing, but “New users can not upload attachements”?)