Panning a Material Instance in Blueprint?

Hello,
I have been working on trying to figure this out for a few days now and have had little to no luck at all. I have watched countless tutorials and read numerous dead end documentations in search for a solution to what I believe should be a simple problem. I have a texture that I created into a material with a -y axis panning effect. I now need to be able to control the speed of the panning effect through my class blueprint. Can anyone point me in the right direction? I have read and viewed these:
Instanced Materials in Unreal Engine | Unreal Engine 5.1 Documentation

Intro to Materials: Dynamic Material Instances | 09 | v4.0 Tutorial Series | Unreal Engine - YouTube
- YouTube

I have followed and tried these but none of them allow me to control the speed or even access my Material…not trying to just change the color…I want to control the speed of my already panning Material or at least create the panning effect inside Blueprint so I can control the speed of it.

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Delete the Conveyor Speed nodes(get and set) in construction script, you dont need to set it there. Now get that CB Anime Material variable you created > Get it in Event Graph > drag from it > search for Set Scalar value node. Now enter the name of the variable in that node and change the panning speed via a float variable like that Conveyor Speed one.

Yeah, but in Event Graph if you want to manipulate it in run time.

You mean like this?

I am uploading another video showing you what I just did. Should take a few minutes…

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Try it now…sorry about that.

Shouldn’t be private now. Sorry.

https://www.youtube.com/edit?o=U&video_id=_GXcXe08AdU

Video is private.

Ok, you need that create material inst. dynamic node in construction script, and then set it’s output as a variable(like your first screenshot). Then use that variable for the set scalar parameter node’s Target.

Those are two different attempts. What am I doing wrong?

After going back and re-reading your post I changed the initial node to match your exact instructions but when I played the scene…I got the same results as before. I know it has to be possible…I am just not seeing what I am missing.

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Like this:

I can’t use an Event Begin Play because I already have one driving the invisible boxes…unless you know how to connect 2…???

I used it just as a representation of your event so it doesnt matter. But you can use a Sequence node to spread the same event to multiple functions.

Where is your Brakelight Set going into on the Construction Script?

It is not going into anywhere in the construction script. You are creating that as a variable and then it gets placed in My Blueprint panel on the left. Take it from there and plug it to Target of set scalar parameter node.

I am still having no luck getting this to work…maybe it is impossible to do in UE4…although it shouldn’t be.