Revealing by reducing opacity on PART of material?

Hi, Unreal developers,

Here is a boss I want to do: It has a thick armor but after receiving some attack, some “PART” of armor can be set to 0 in opacity to reveal it weak points.

I did some study first though, like location based opacity.
But it limits to 1 sphere mask, even I want to add more mask to achieve similar result during run-time.

I tried to collection parameters to input multiple points, but there doesn’t seems to be loop available in material to generate sphere mask one-by-one and sum them up.

I would like to ask if it’s possible to combine multiple sphere masks from undecided amount of points during run-time to achieve this.
Thank you.

Have you tried creating multiple masks(one for each section of armour to reveal) and then blending the relevant masks together and using that for the opacity mask?
That should give you what you want, Just remember to pack the different masks into the RGB(A) components of the texture.

HTH

Hi,
Thank you for precious reply!

That sounds like a reasonable idea. I will take this one if no other better options for me.

But ideally speaking, I have a list of collision points I wish can apply the opacity changes on them.
Do you have any other idea?

Not at the moment :frowning:

I’ll have to have another look at the location based opacity, But I think I can get it working with multiple pre defined locations.