Saving dynamic material instance?

Hello! I’m currently working on a car paint customization system and I’ve run into a problem.

Is it possible to save a material instance to a save game that has been altered during gameplay? So that I can apply the material on the next start up. Or do I have to save every single parameter value and set it on start (This I know how to do already)? The reason why I want to avoid saving all parameters manually is that there are simply so many of them haha.

Any help will be appreciated, Thank you!

Have you tried using the save system in a similar way you did the manual setting? I’m not super familiar with the material system and what can and can’t be saved there, but you should be able to save at least some part of it if not all. Pretty much anywhere you can input a value on a variable to a node, you should be able to save that variable to the save system.

Here’s a post from a while back on how to use the save system. Maybe that helps?

Why not create a custom struct that has all those details you need and save the struct to load?

Hey Measuring, I am currently trying to do the same thing but I can’t get it to work yet. You mentioned saving every single parameter, I can do that, but I have a problem applying it back to the mesh. Would you care to share with us how you do that? I don’t have a problem applying MIC back to mesh, its just using the set material. But it doesn’t work with MID for me. Thank you!