I’ve been doing this course by Unreal sensei and I’m trying to follow along with a section on creating landscape materials and custom material functions.
I have a material function that essentialy replaces the traditional master material by wrapping all the nodes into a single material attribute node.
However when I go to apply my landscape material it only shows up a s a grey checker.
Now many people have commented on the fact I need to change the sample source setting of my texture nodes to “shared: wrap”. But I’ve done this and it has made no difference.
If anyone could point me in the right direction, because I’ve triple and quadruple checked everything and I followed the tutorial exactly. So I don’t know what’s going on.
Are there any error messages in the bottom of the material when you attempt to compile it? Did it ever work - and if so did you change anything?
There aren’t any error messages in my main material. I do get 2 warnings in my material instance but I already checked those parameters and I don’t think they’re the issue.
You will need to make sure your texture samplers are set to the correct type. If a material has sRGB disabled, then the sampler needs to be set to linear color. If it is enabled then it would be regular color.
Yes I check that as well. Seems to be set correctly.
I solved the issue. I had a static switch in my material function that I used as a paramter. But in the function input node I had set the input type as “bool” instead of “static bool”.
I used the switch to alternate between a masked texture with roughness, displacement and AO. And a singular roughness map.
I have no idea why this broke the entire material but it seems to be fixed now.