In the material, you can set the Blendable Priority:
Hey there,
I’m trying to add/remove a few post process materials onto a SceneCapture2d actor, but can’t figure out how to sort them by priority.
In substance, I’ve got a bunch of visual effects that I want to apply (or not) from an UMG menu. Each time I add/remove one of them, I have to sort the array so that some stay on top of each other. Any idea how to do this ? Using “add or update blendable” node with weights >1 doesn’t do the trick.
Dammit that was so easy, good to know ! Thanks a lot !
Is there a current way to set the Blendable Priority by C++ code or Blueprint nodes, i.e., for a dynamic material instance?
That current solution would imply that I have to copy/duplicate an entire existing Material just to change its Blendable Priority to be higher in order for the same shader (and derived Material Instances) to be used on a different set of instances on, say, a Post-Processing Volume blendables materials array.
If this feature is still not supported, I request adding it in a future Unreal Engine update.