I apologize in advance for any lack of clarity, please give me feedback if i am neglecting to share certain details. and I will happily fetch that information. I really need help, I’ve been struggling with this for a week now.
I am currently working an a UI system that will allow the player to customize their character and particularly change the visor color on the helmet through some rgb sliders I set up with the help of a kind individual on discord. The helmets, however, have different UV’s, so currently my master material is applying a texture.png designed for one of the helmets to all of them. This is causing the helmets, when selected in the UI, to show the emissive glow to be on random places on the helmet, like the top of the head, side of the head. What I need is to make the emission show up in the correct area for each helmet, I have the textures ready, however, I don’t know how to make my UI system match the textures at the event of the corresponding helmets being selected. How can I accomplish this?
As you can see in the photos, I created a data structure with a texture object reference variable, and in a data table I packaged the textures with the matching skeletal mesh helmet. I then had that data retrieved from a get data table row in my UI, however, you’ll notice the destination for the outputs of the get data table row flow into my change button widget. I’m unsure if the data for the table(particularly the texture map “EmissiveTexture”) is actually holding the data from the rows and passing it into the custom event “Swap Head”.
Is there any information I am missing to share? Please and thank you for any help given, I appreciate you all.