Show hidden "message-icon" when specific light color hits mesh surface

Yes I can. Here you go:

The material:

If A (CurrentFlashlightColor, taken from MPC) equals B (hard typed value, you may want to make this a parameter so you’ll have 3 material instances which you can use, depending on what kind of light given mesh requires) then it will fire the A=+B input to the output pin. Otherwise it will feed the normal one.

I haven’t tested it, so I’ve no idea how it will look. It also requires 2 normal maps instead of one (or spec, if that’s what you’ll end up using). Or both :wink:

The BP (change flashlight):

73831-node.jpg

Here you just add this node to the logic of flashlight. Depending which light you enable, set the variable appropriately so the material will know what it needs to.