Hi everyone! I’m trying to help my artists switch over to using the material layer system, but we’re running into a frustrating issue where none of the custom channel names I add in my blend assets show up when an artist actually uses the blend in a layered material.
For example, I have a parameter to control simple attribute of the blend - the R channel controls amount, green controls opacity, and so on. In my blend asset, I added channel names so artists would know what each value is meant to do. But when they use the blend in an actual channel, the channel names vanish and all the info they get is “R” or “G” or “B” or whatever the channel is named. Any insight into why this might be happening or how to fix?
Welp, I did some more digging and looks like this is a known bug. Unreal Engine Issues and Bug Tracker (UE-176334)
Unfortunately it is backlogged as of right now. Hopefully we get a fix relatively soon though! My current workaround is just giving the vector parameters really long ugly names so at least people have some indication of what is going on, but it does make things a bit confusing for them.
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