# Texture Object through If Node

**URL:** <https://forums.unrealengine.com/t/texture-object-through-if-node/1824583>\
**Category:** Asset Creation\
**Tags:** node, fortnite-creative, unreal-editor-for-fortnite, nodes, Blueprint, question, fortnite\
**Created:** [April 27, 2024, 1:00pm UTC](https://forums.unrealengine.com/t/texture-object-through-if-node/1824583 "2024-04-27T13:00:16Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![azazeldev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@azazeldev](https://forums.unrealengine.com/u/azazeldev)\
**Post date:** [April 27, 2024, 1:00pm UTC](https://forums.unrealengine.com/t/texture-object-through-if-node/1824583/1 "2024-04-27T13:00:16Z")

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Hello!

I’m fairly new to creating materials, but while experimenting, I encountered the “maximum samplers reached” error. To minimize the number of Texture Sampler nodes I’ve been using, I attempted to use Texture Objects instead. I have attached an image of both of my approaches, but as you can see, when passing a Texture Object node through an If Node and then into a Texture Sample, it doesn’t work.  
Is there another method to achieve something similar? I considered using another Material which outputs a Texture, but I haven’t found a way to utilize the output in another Material.

Thanks in advance!  
-azazel

 ![hellodearreaderineedyourhelp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/c/3/ac3cbf3b40ce901edbba7a10c7c72a5bd72b35d1.png)
