What does this node do and how does it work? Google search returned only the useless unreal engine docs page. Normally you would use Set Custom Primitive Data Float and specify an index. What is this node and what is this parameter name?
Thanks for the reply, but I already watched that video yesterday and it’s not helpful as unfortunately it does not address my question about what “Set Scalar Parameter for Custom Primitive Data” does - that video uses “Set Custom Primitive Data Vector 3”. Just to be clear, I understand how custom primitive data works in general, I am just curious about this specific function which does not seem to be properly documented anywhere…
If you have VS installed, you can just double click the node, and have a look…
Can you show the actual node? Is this for 4.27 - what are the chances we’re looking at something outdated or deprecated?
The only hits I’m getting are for materials:
It also does mention scalar parameters repeatedly in this doc
No offense, but you may have misread my original post? This doc doesnt mention the node I am asking about whatsoever as far as I can see…
Interesting did not realize this, I can install VS and try and dig deeper…
UE5 thing then, not sure. Since it’s asking for a param name, I’d assume it’s for setting a scalar on the material the instance is using. If I’m right, this exists in UE4 but under a different name:
The difference is: modifying a param affects all instances, modifying primitive data on the GPU affects only the instances at index.
Both on a single node? Beats me Do tell what you find out.
The doc mentions specifically setting scalar values in custom primitive data, which is presumably what this node is for?..
Doing this kind of thing
if I set an emissive value using custom data, then I would use this node.
Ah ha! I understand now - thank you for the excellent example
So basically this node allows you to do the same thing as SetCustomPrimitiveDataFloat, except that instead of referencing the custom data by index, you do so by the parameter name specified in the material. Note that you can not ‘name’ the indexes in the primitive/staticmesh itself, only in the material can you assign the name.
Yes, bit inconsistent eh?..
I’ve learned a lot.