Problem: map_controller_device has a Material input in the editor, but nothing related to it is exposed to Verse — the class only has Activate/Deactivate/Enable/Disable/capture-box/transform functions (see Verse API ref). There’s no way to read or write the material it’s using, or set a scalar/vector parameter on it at runtime.
This makes any kind of dynamic, per-player minimap effect — fog of war, progressive area reveal, discovery states, etc. — basically impossible to do through the actual native minimap system. Right now the only workaround is pre-building a separate Map Controller device (with its own static material) for every possible visual state and swapping which one is Activated per player, which blows up combinatorially fast (2^N variants for N independently-togglable elements).
Request: Add Verse-accessible material control to map_controller_device (and ideally map_indicator_device), e.g.
or just an MPC that controls Only FOR a triggering player.
verse
SetMaterial(Material:material):void
GetMaterialInstance():material_instance
so creators can instantiate a material per player (same pattern Verse UI materials already support via asset reflection) and drive it with runtime data, instead of only being able to pick from fixed pre-baked states.
This would be a huge help if this gets added!!