So I’m trying to add multiple physical materials to a single mesh, using a single material and an (of course) Physical Material Mask asset. Unfortunately, the only documentation I could find about this was from UDK (UDK | PhysicalMaterialMask)- which says to use 1 bit bmp’s. Okay. So, I created one, tried to import it, but apparently it’s an unsupported file type. ([FONT=Courier New]LogImageWrapper: Error: BMP uses an unsupported format (1/1) Error: Texture import failed) The mask asset itself isn’t really specific about what kind of texture it takes for the mask texture, save that it takes… something, and that none are available within my project (or the slot is just disabled altogether, I can’t tell).
Then I come across a post about how there’s now 8 slots for physical materials in each material now (How to add multiple physics materials to static mesh which uses a single material - #3 by MostHost_LA - Content Creation - Unreal Engine Forums), but in engine (as opposed to the docs) they’re just labeled ‘0-7’ with no explanation about how to set them up to work properly. I would guess it requires the use of the Physical Material Mask asset and its embedded mask texture somehow, but I’ll be damned if I can figure out how to get it to work.
SO!- my question is this, am I just chasing this thing down a rabbit hole?- leading nowhere?- like are these assets and slots deprecated and just haven’t been removed yet, or do they exist for some reason, and if so could someone be so kind as to explain those reasons to me, because I’ve been googling, and so far my google-fu hasn’t been good enough lick this one yet.