Texture2dArray / Param2dArray not working as parameter

I have a Texture array that I am using for Landscape Material Layers.
My problem is, I want a generic master material re-usable for multiple environments, but that is currently impossible since I need to manually assign a texture array inside of the master materials node. Instead of the expected usage as its a ‘parameter’ I wanted to keep it empty/blank (I know its working don’t need a preview anyways).

However, this actually gives me a compilation error when trying to apply/save it.
If I ignore the warning and do it anyways it will be just a black material, even if I inside of the material instance add the actual Texture Arrays.

Am I missing something, or is this a bug?

Hi Neuffexx,
It’s always needed a preview, even with live preview turned off - just select one of the Engine textures (eg default black)

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Interesting, I tried it and it works thanks!
I guess that makes sense, I just didn’t consider it since I found 0 ‘default’ Texture Arrays like there are Textures so I didn’t really think that it was intended to be done this way.

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I have been working on implementing this method with Unreal Sensei’s Master Material but it is killing my brain, do you mind helping me out? I have tried converting it to float3 and all types of things. I guess the issue is how do I sample my index correctly, then use that sample as a Texture 2D so I can pass it on to material functions like cellbomb, etc.

In this example, I have the same 2D array as the sample and param, it just previews black.

Ahh I just stumbled upon your other post:

I’ll try out the solutions there.

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