Hi,
I have this code in my Player Controller:
It allows me to drag&drop materials on meshes at runtime.
I’d want to tile some of the materials that are drag on the scene.
When I do so with this code below, if I drag the same materials twice, it modifies all instances of that material, instead of modifying by component only as if it were two separate materials.
I think the issue comes from the code in the PC because it’s only doing this with drop materials, if the materials already are in the scene, it tiles per instances as requested.
Why ? what do I need to modify to be able to tile each component material separately ?
1 Like
I’m guessing you have the same instance in more than one place. That’s why more than one mesh is changing.
The same instance of what ? Material ?
Okay, possible, but how can I find about that ? and how to prevent it ?
If I put one MI on 4 meshes, and then I start changing the MI, all 4 meshes change. That’s the point of MIs.
When do you create the instance? Do you create a different instance for each mesh you touch?
Yes, I see, logic.
I have this in my widget,
which refers to this in my PC,
and this in my material drop menu widget
That’s all for material instances, so no I don’t think I’m creating a different instance for each mesh. Should I ?
I don’t see any material creation there.
When you put the meshes in the level, do you set the material at any point, or do they all have the same material?
Where is ‘payload material’ coming from?
If I do this, it works like intended with this given material.
So I suppose I need to find a way to put on the Parent of the Create Dynamic Instance node each and all materials I have in my menu ?
From here?
I just found out by myself. Thank you!
1 Like