Thanks for a great plugin - certainly puts the default VR template to shame!
I’ve been fiddling with the teleport system to ignore the nav-mesh, and to instead consider any static mesh surface with less than a given inclination to be a valid target.
This means that you will often not have a valid target (unlike the original system which pretty much only had no target if you aimed off the edge of the world).
This is fine - I’ve tweaked things so that the beam arc is still shown whether the target is valid or not (but the destination cylinder isn’t), so you can see where you are hitting.
All pretty simple stuff, and so far so good.
However, when the target isn’t valid, I’d like to display the beam in a different color.
Should be simple, surely…
I see that M_SplineArcMat is the material applied to the arc, but I’m still in the early days of Unreal, and I can’t figure out where this is actually applied.
The arc mesh appears to be made of BeamMesh instances (which has a default material applied).
If I select M_SplineArcMat in Content Browser, then right-click ‘Reference Viewer’, it says that it is used by BP_Teleport_Controller, but I cannot find where it uses it.
I must be missing something really simple, but I’ve been searching for ages and just cannot find it.
Can anyone give me a nudge in the right direction, please?