UV will not offset...Why?

I’m trying to animate this UV on a texture.

  1. Why won’t the UV shell move when I enter a value in the Scalar param: U Tile node?

The UV stays in the upper left coordinate of the texture.

1 Like

Maybe it is just offsetting it a tiny bit? Try some huge number like 30 and see if that does anything.

30 or 3000 does not move the UV, either. This is weird.

Okay, I guess not then. hmmm…

Like @Detach789 says, TINY bit. Any multiple of 1 will bring you back home…

Try .25

Also, you could use

image

3 Likes

That worked!! Thank you!!!
Can I ask you one more question?

  1. Goal: I want to create an integer variable in the Control Rig. The Integer will move the UV coordinates along the texture.

  2. When the Integer variable is 0, the UV will be at 0,1.

  3. When the Integer variable is 1, the UV will be at 1.25,1.

  4. When the Integer variable is 2, the UV will be at 1.5,1.

  5. When the Integer variable is 16, the UV will be at 1,1.

How can I create an integer variable that will work for Control Rig and a material?

Much easier to use

You only have to remap to 0-1, but you can use that remap node to do what you want, also.

I will look up Remap and Flipbook. Thank you. If you know of any good videos that will be great.

I set up my Control Rig control for Integers. I’m hoping, I can pass a variable to hook into the UV coordinates. When the Control Rig integer increments, the UV will move to the next Coordinate.

So you can map 0-16 to 0-1. Is there a way to send this param to the material ( I’ve not used control rig )?

Thank you for your help, ClockworkOcean. You helped me get a couple steps closer to my goal. I hope the light constantly shines on you where ever you go.

1 Like

Material parameter collections as usual.

Unless you are within the character blueprint or a blueprint that also sends to control rig, then you can just make the material from code and offset the scalar value as you normally would.

Since control rig can be set up to run blueprint code, it may be possible to get owner > get mesh > get material > make material instance dynamic > assign material > set scalar.
(In practice, well, good luck :stuck_out_tongue_winking_eye:)
Note: you want to avoid doing all of that all the time. Its likely better to find a way to save the MID on actor creation, and re-used the stored variable. Just not sure you can within control rig necessarily.
Owener > cast > access material variable.
Ideally.

An alternative could be to use animation values to drive the material itself… theres some glowing eye content examples for that…

2 Likes

Hello, I made a Dynamic Material Instance in an animation blueprint construction script.

How does the material instance and the dynamic material instance talk to each other?

  1. If I enter values in the Dynamic Material Instance Set Scalar Parameter “U Offset” I do not see the Material instance with the value.
    a. Even if the parameters in the Material Instance are ‘Unchecked’ I do not see the Dynamic Material Instance values populate the material instance.
  2. If I enter a value in the material instance U Offset, I do not see it in the Dynamic Material Instance Set Scalar Parameter.

Did I forget to do something?

Here is a screen grab. Values entered in the dynamic material instance do not populate the material instance parameters.