Merging materials, multiple to create triCoord particle effects. Niagara disintegration effect

So ive been playing around with some tutorials and Features using Niagara, and im really interested in this Disintegration effect.
I’ve gotten it working fine, but im having trouble understanding how to get the material of a Mesh with ALL materials slots, or how to somehow merge them into one so that I can use the single material as the instructor does here.

My approaches(im thinking of so far)

  1. Theoretically, I’m thinking maybe I need to just leave them as 4 separate material slots, and perhaps try to get the TriCoords from each place on his body.
  2. Or find a way to merge all of them into some SUPER material, and just do the method for creating this effect as is.

Anyone know how I might approach accomplishing this?
Example of what i mean is at 16:20 - 17:30

i have the same problem with multiple material slots)
did u find solution?

I have the same issue, and I’ve been trying to figure out how to pass a material into the Niagara system or emitters. I think they’re going to need to update Niagara in order to accomplish this. I am tentatively just going to create separate emitters to manually designate the material since I can’t figure a way to make it dynamic, passing it in through the blueprint etcetera. the Niagara set material blueprint doesn’t appear to do anything. I did come up with a different way of getting the color from the texture instead of doing that in the material, I’ll probably make a video and post it on YouTube

Did you catch this in the replies to the video?

" What he skips out, is changing the “Get Tri Tangents” node to a “Get Tri Tangents WS” node. He also plugs the Particles.Module.TriCoord into the “Get Tri UV” and “Get Tri Tangents WS” nodes inputs param “Coord” "

Would material instancing with parameters be usable? or a material function that calls every material slot?

Any updates on this material slot data for niagara?