I used to have a loadout selector that consisted of 100 props. I now modeled my own. But how can I put different textures in those squares, I want to put an image of the weapon there.
Old image:
I used to have a loadout selector that consisted of 100 props. I now modeled my own. But how can I put different textures in those squares, I want to put an image of the weapon there.
Old image:
You will have to create a Material (or ideally a Material Instance) for each of those textures. If you create a base Material w/ the texture as a parameter, then you will be able to create a Material Instance for each texture.
Then you will have to assign that Material Instance to each of the squares. I can’t tell from the photo if the grey mesh is one single large mesh, or many mesh instances of a single small square-with-frame mesh asset. It would be ideal if it was the many-small-meshes situation, ie where each of the small squares is the same asset w/ the same UV layout. Then you just need to get the UVs & texture set up so that the texture appears in the right place, and then they will all work.
If you set up the material w/ the texture, then you can place it on the asset and use the UV Editor to tweak the UVs (right-click on the SM Asset and you will see UV Editor in the menu)
Hopefully some of this is helpful…we have documentation on creating materials for UEFN:
and a lot of the UE documentation is also applicable:
This is all 1 mesh, I could have switch to using different meshes, but idk if that is a good idea, but I am considering.
I did not find any tutorial in the docs how to work with UV editor, would it be possible to change the texture of those square faces in there?
organizing this by having a mesh instance and material instance for each box is definitely a better way to structure it than having one huge combined mesh with many textures/materials on it. At minimum, it will make it much easier to edit later if you want to change anything