I’m sure this is simple for experienced Blueprint users. I need to randomize a texture Sample size based on some seed value. These are the nodes that will be duplicated for each instance.
So some seed value feeding into a random generating node which is then normalized and this 0-1 value (or 0-.5 etc) applied to the TextureSample somehow in the nodes below.
I think it might be easier to do that at a higher level. So just randomize the material you’re using, from blueprint. Or change the texture in a material instance.