Thank you for vague the direction, I wished you told me much more, but I am a fighter
Oh boy, that was complicated to set up and find where and how… Oh my… why is that so complicated to do a simple thing… I can understand the power of it, but still… (reusing the same curve for anything else, is cool)
The first set up… is…wow.
OK so for everybody out there that will want to do the same thing, look here (and you can say Hi also ^^
HOW TO ANIMATE A PARAMETER ON A MATERIAL.
(completely different form UDK)
-Set up you material.
-Create via the content browser a “MaterialParameterCollection” (NEW>Other assets>material&Texture>…)
Inside : + Scalar parameter, then set it up. (value, name (let’s say “MyParam”)
-In you material : Drag inside the “MyMaterialParameterCollection” (to be clear “my” means it’s the name you gave to the thing)
Connect the parameter where you want it to act. (in my case it’s multiplied with a VectorParam (a color) So I can turn the color OFF ON (0/1)
-Add a “Timeline”, open it
Inside : add a “Float Track”. (name it) (let’s say “Mycurve”)
-right click on it and "create external curve"
-go to your curve and make it pretty. (it’s time is infinite, just make what you want.)
>Back to your timeline : Set the “length” on it. (so it’s not infinite anymore) Set stuff on it (loop, autoplay etc…) (I don’t know what replicated is, it anyone knows…)
add a “Set Scalar parameter value” (let’s call it “SSPV”)
Connect : “Update” (from timeline) to the SSPV.
On the timeline you can see in green the name of your curve (“MyCurve”) as an output.
-connect that to the “parameter value” of the SSPV
-on the SSPV set the “Collection” to the one you created earlier “MyMaterialParameterCollection” (of course)
-on the SSPV set the “parameter Name” to …( “MyParam”)
The time line need to be connected to an event to play
If you have nothing there add (for example) a "Event Begin Play"
et… voila !
I really wonder how I was able to figure all that out… I have to say i am pretty happy and happy to share !
Cheers everyone !
Edit : It’s basically the same process regarding the use of Blendshapes / Morph targets ! (took me another half a day to find out !)