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.
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.
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.