Using a plane or a cube in Verse

In UEFN I added a plane (not an airplane), a mesh to my project and I was able to add a material to it. All good there. But now I want to dynamically change that material with Verse. I created an editable in the class but in UEFN it doesn’t appear as an option to add in the drop down.

@editable MainRaceBB : creative_prop = creative_prop{}

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Hey @Romist72 how are you?

Here is a video where you can see how to apply materials to a prop using Verse:

As you can see there, you can apply the material and modify it. But you need to declare it as a variable directly in your Verse code using its actual name (“TestMaterial_material” in the case of this video).

You can create more than one variable with different materials and replace them based on the events you want.

Let me know if this helps you or if you need more help!

There’s a distinction between a “creative_prop” (what you’re defining your MainRaceBB reference as) and a Mesh that you create/import and place in the level. (The plane you added is just a raw static mesh as well)

This could be solved by “wrapping” your mesh in a prop class. (Right Click in Content Browser → Create building prop or building SM → define your mesh inside of the blueprint)

Then, you should be able to place that in the world and see it as a selectable reference.

Juans tutorial shows 2 ways to trigger the changes (Prop Manipulator Damage event and Proximity) I’d be interested to know how you’re wanting to trigger the material change.

Thanks for the heads up on that, I’ll try that.

So I am building a race track without using the Rocket Racing package. I did try it but it was just so ‘buggy’. So I am building from scratch. One of these items is a billboard that displays the number of spots left in the registration for the next race. I have a Street_Billboard with a plane in front of it that creates the larger billboard on top. I want to do the same for the lower billboard that displays the number of spots left because I want to be able to use verse to change the image on the billboard every time someone registers for the race. Each time a player presses the registration button they are added to the list of registered racers and if they press it again they are removed. The smaller billboard serves as a notice of how many are registered. I feel this would be a better aesthetic than the standard billboard message device.

*Disclaimer I have only been using UEFN and Verse for about 5 months so a lot of this is still very new to me.

Cool, in that case I imagine the system referencing a texture/material that matches the number of spots remaining. (Best case being 1 material that has an exposed texture variable/parameter)

If you want to focus more on the logic (“This is the array with number of registered racers that communicates with a material”) you can use the DebugScalarValues node to simply display a number. - The leap from just sending a number to juggling textures might be tough, but could be less headaches in the long-run once you have a solid base and understanding of moving parts.