Hello!
So I’m actually working on a multiplayer course project, got a little carried away and decided I wanted the emission value to change with the movement states. Initially, I was just interpolating between two float values and updating the emission value through the “set scalar parameter value” node, using a timeline for alpha.
On the listen server this worked fine, but when I got into the replication bit, through multicast, it worked on client machines but only for the first few seconds, after which it would switch to the target value upon input, and never back to the current value on any subsequent inputs. Using FInterp then worked as a harsher alternative to the timeline in the sense that no matter what I did, including using world delta seconds (I’m still figuring out how that works, honestly), the transition would happen instantly, and I wasn’t really happy with that.
Finally I came across the “Interpolate Material Instance Parameters”, did the whole create dynamic material instance routine, promoted it to a variable, and set that as the material for the mesh. I was using a method I found online as reference and I figured, since I’m switching actual materials rather than just float values and a Lerp node, the timeline might work better this time.
Unfortunately, it did not work any better than the first thing I tried (although definitely a more solid method by itself), the only common factor being the timeline, and I’m not really sure how to proceed.