Did you find an answer? I have a similar need with how to handle 5 Colors of Material instances or Dynamic instances.
I have modular armor.
Tops, Legs, Boots have a different texture set, thus a different Instance of a Master. Some use even different Masters for Panner sets. But they can all use the same Parameter named “Color1.”
I have the parts setup in a Data table. Each has an SK with the Material Instance already applied.
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But Im not sure the best way to handle multiple color variations, e.g. am I supposed to make 5 copies of each Mesh, then preassign a different colored Instance?
And then make 5x rows of Tops, Legs, Boots in the Data Table, and each points to the different Pre-textured meshes? -
Or make 5x DT rows of Tops with now a White MI (with colorize-Mask zones), but a different Linear Color code for each, also in the DT row? (And the BP of the Armor Part Actor reads the Linear Color to set its Dynamic Material on BeginPlay/Construct?)
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Or is there a way to keep my DT small by making only 1 DT row of each unique Mesh design - with a White MI assigned (with colorize-Mask zones). Then somehow use another DT color table to apply the Linear Color to the Vector (Color) Parameter of the named Material? (This would work for random Armor Colors/Stats. But not sure how to assign Red armor to a specific Stat, also read in the DT row, yet be a different Stat-value than the Blue Armor (both using the same Mesh design). Or maybe combine a DT with 1 row of each Mesh design (using the default White MI), then somehow assign a color, and Stats come from a different DT.)
It seems for option 1, 2, or 3, I still have to make 5 Dynamic or Instance Materials. How did Fortnite handle the multiple color variations of the same weapon mesh?