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Why is Dynamic Material Instance not working :(?

Ok, so remove the mesh materials node, and under the Mesh Data tab set Use Override Materials.
meshmaterial.jpg

how do i make the “set” node you made here and what do i do with it?

doesn’t the “create named dynamic material instance” and the “set vector parameter” need to target “spawn emitter attached”?

Because i don’t think they can use it as target

yeah i already managed to do that but the particle still looks odd and dosen’t change the values that i input

what might cause this?

this is how it needs to look:

and this is how it looks when i use the materiel override:

i now also get this error instead:

ok i managed to solve the error by simply applying the materiel to the mesh itself

but still it looks the same

I think you may be stuck at this point, there may be some fundamental incompatibility between mesh particles and dynamic material instances. If this effect is so important, you may need to emulate it through other means, like blueprints, and possibly render targets.

Edit: you’re applying the base material, but you need to apply the dynamic material instance, and that can only be done through a named material override.

the named material override is no longer colliding with the material override i fixed that problem:

That crashes my engine.

MachineId:246DC646418D4295A55CE8A05E9F88BE
EpicAccountId:23fde36909b6437fb8020a7b9013da03

Access violation - code c0000005 (first/second chance not available)

UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetStreamSource() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:89]
UE4Editor_ShaderCore!FVertexFactory::Set() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\shadercore\private\vertexfactory.cpp:181]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:819]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:433]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1267]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:509]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:419]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:2022]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1137]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1931]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::25’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:999]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

what is crashing your engine?

Applying the same material used in the named material override to the base mesh. Repeatably too.

MachineId:246DC646418D4295A55CE8A05E9F88BE
EpicAccountId:23fde36909b6437fb8020a7b9013da03

Access violation - code c0000005 (first/second chance not available)

UE4Editor_ShaderCore!FVertexFactory::Set() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\shadercore\private\vertexfactory.cpp:180]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:819]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:433]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1267]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:509]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:419]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:2022]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1137]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1931]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::25’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:999]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

I’m using a skeletal mesh and the latest ue4 version

the emitter itself is changing which means something is working but its not working right no one got an idea what it might be :O?

i am really stuck here :frowning: