Using material parameters via verse doesn’t work. I’ve tried with f scalar and vector4. I have them exposed in the asset digest, and it doesn’t change. I’ve tried different brands, both fallguys and normal.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Create a material, create a scalar or vector4 node, expose it, create a verse file, add the code to change the exposed values.
Expected Result
Create a material, create a scalar or vector4 node, expose it, create a verse file, add the code to change the exposed values. In this case, the bar should fill with my material.
Observed Result
Create a material, create a scalar or vector4 node, expose it, create a verse file, and add the code to change the exposed values. It should work when you play, the values should change, but nothing happens.
It doesn’t look like you’re applying the material you’re instancing to anything. You need to use it either in a material_block widget, via creative_prop.SetMaterial() or on a Scene Graph mesh_component
Isn’t it enough, for example, to change the base material of the assets, so that everything in the scene changes with it? Because I think it was possible before. For example, I have this material in the HUD assets widget, when changing it, how would I do it?
Verse doesn’t change the base material, it creates new instances. If you want to set material parameters in a widget blueprint you’re gonna have to use viewmodel bindings (Verse currently cannot interface with UMG widgets).
It really works, my mistake. I created a canvas via verse and it works. But if you want to change an object that you already have on the scene, how would you do it?