I’ve been searching online for a solution to this, but to no avail.
I am trying to read color data from a texture using the UV coordinates. As you can see in the image below, I am successful in acquiring the UV values.
For my research, I am simulating beam wander and turbulence through a volume. As I know, Unreal’s particle system and weather is purely visual. I’m hoping that I can layer many transparent “screens” with – let’s say green dots – to represent dust and other particles in the air. By layering them I hope to hack in volumetric atmosphere that, when the laser impacts a particle, undergoes some kind of interference, and in the event that the laser hits only a transparent surface, passes through easily.
All sources say this can’t be done in blueprints. Is there such a way? And is there a better way for what I’m trying to accomplish?