Material Bool in Collection Parameters/Material Function?
Maybe I missed something but is there a way to connect a static switch to a collection parameter or change it by code/blueprint in a material function (not a single instance, all at once)?
It would be nice to toggle some effects like displacement for walls or something like that or even switch between a cheap and a expensive node tree without editing each material to adjust the quality switch. I want to achieve the most optimized performance for the final in game settings so it would be a lot of work in my opinion to tweak the performance by using quality switch.
It would also cool to use for some effects, like a super vision (looking through walls, thermo vision...) or something like that.
Are there any plans for such a feature?
Thanks in advance, NaMJaG
asked Sep 29 '14 at 10:36 AM in Rendering
Hey NaMJaG -
Static Switches are primarily used for Material Instant Constants (created in the Content Browser). So you could create two material instant constants based on a master material controlled by that static switch, then change the Material Instance Dynamic (MID) in a Blueprint to be MIC #1 then MIC #2 through a Set Material node in Blueprint.
Let me know if you need further explanation -
answered Sep 29 '14 at 08:15 PM
Lovecraft_K ♦♦ STAFF
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