I’m looking for a bit of help with a specific blueprint I’d like to make. I have a little experience with them but not a great deal, as I’ve been focusing on getting to learn the Unreal rendering before jumping into blueprints!
I want every light mesh in my scene to be controlled via blueprint, so that I have specific control over each individual static light mesh, so that when I change the light brightness, it will also change the brightness of the emissive texture too. I also want to be able to set presets for each light (ie, flickering lights etc), but that’s not as important right now.
Anyway, I’m having trouble figuring out how to expose these parameters so that I can access them in the Editor. Here’s my current setup, I’m just a bit stumped as to where to go from here! Every tutorial I’ve watched just seems to involve trigger boxes and having stuff trigger on play, but I want this to be set in the editor beforehand.
It doesn’t have any effect though. This should update in the editor without any kind of rebuilding or simulating, right? I should be able to see this update straight away.
Here’s my master material set up and the paramaters I have on emissive materials:
I’m sure I’m getting something really simple wrong here, perhaps it isn’t linking up to the parameter correctly. I’d really appreciate any kind of advice! Thanks guys.
Ah ok so those things correspond to my material instance? I don’t actually see how to set the material instance for this static mesh, and the collection/parameter name have no options in their dropdown menu.
Oh wait, you arent using collection parameters. Now, delete that Set Vector Parameter node > drag from the return value of your material instance node > type Set Vector Parameter and you’ll see the appropriate node for material instance parameters. Now type the name of the parameter you want to change, plug that variable you created into value and you should be good to go. Let me know if it is too complicated and i’ll post a screenshot.