my plan is to create a procedrual Voxel world (which I already accomplished in Unity and now porting to UE) and right now I’m experimenting with UCustomMeshComponent respectively UGeneratedMeshComponent and I would like to have procedural grass colors. In order to do this I want to use another noise function and dynamically set the materials Color values, but as soon as I create another mesh with the same material the color of the material will be same that I set before, it seems that I’m editing the “root” Material. So my question is: Is there any way to create multiple instances of the material and edit them individually?
Another question: Right now I would create a mesh for each block as I didn’t found a way yet to assign multiple materials to a dynamically created mesh as it can be done in Unity, where you have another Array for UV-Textures. Is this possible at all or will I have to use my approach co create a mesh for every visible block?
Thanks in advance,