Looking at the water tight interior / exterior wall assets, it’s clear they use a UDIM like or atlasing strategy which allows them to display different texture sets while maintaining a single drawcall.
The FortniteBase material seems to assume only 1 texture set… is it possible to leverage this workflow as a UEFN creator without creating a completely custom master material? I’d like to just create a material instance and replace sampler parameters with my own interior / exterior texture sets.
This question is similarly related to a question I posted regarding a similar strategy which is employoed with floor / ceiling meshes