it returns two different errors:
Blueprint Runtime Error: "Accessed None trying to read property TeapotRef". Blueprint: MaterialSelector Function: Execute Ubergraph Material Selector Graph: EventGraph Node: Set Material
Blueprint Runtime Error: "Accessed None". Blueprint: MaterialSelector Function: Execute Ubergraph Material Selector Graph: EventGraph Node: Set Material
I also did what you suggested with the isvalid node, and turns out the TeapotRef is invalid. I really thought it should work, only managed to get that ref after some time burning my brain. I must be doing something very wrong
I just added a variable inside my widget blueprint side panel, and found the teapot there. like this:
then the moment I exposed it, “teapot ref” appeared on the HUD blueprint where the widget is being created, last item on the create widget node. i didn’t pin a reference to self there cuz it’s in the hud, not the actor, but since it says “teapot ref” i thought it was already referring to the correct thing.
right, so this is a product configurator for the costumer to be able to see the product in 3d with different materials and colors, cause it’s a little dificult sometimes for them to imagine just from a picture of the product and a fabric sample, how the product would look like with the materials they have chosen. it’s also impracticable to do renders with combinations of all the materials.
right now this is just a proof of concept, it will have only one chair spawned into the world, that is basically an infinite plane, and a 2d interface with two buttons, and when clicked each will show a sub menu with a few more buttons with material options for the seat or the structure. you can orbit/pan/zoom the camera around the chair, aswell as move the chair around.
if that works, it’ll probably grow from there to all our products, implement on website, have an app for vendors with all the products, have an app for costumers to download and place the products with AR into their homes, and finally, an add to cart option with the selected materials.
not quite a brief description, but that kinda explains why I’m being cautious with some aspects of this. I’m not sure where I want to have the widget created because maybe somewhere along the way I’ll try to test a way to add two different products into the scene and still be able to change their materials. maybe each product is going to have their own interfaces anyways cause the materials and parts are different for each product, but I’m not sure right now, so I’m trying not to commit, and even though I’m in the early stages, it’s a lot of work for me to try to figure this all out with little knowledge of ue4.
right now I have it working with a teapot, an interface to change the material of the body and the lid separately, and just finished adjusting the camera controls. the material changing code is not perfect as I’m using the get all actors of class node, but you know, I’m trying. I also think I got a working code for changing just some aspects of the materials dynamically, for example, instead of having a material for a black leather and a blue leather, only changing the base color parameter of the material.

