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Simple c++ material for starters

Can someone post a simple snippet for generating a material that has a texture connected its base colour.

Everything must be done in c++ code. Possible to do?

And generally speaking, how to write a material in code just by looking at the equivalent blueprint?

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asked Oct 10 '14 at 05:32 AM in C++ Programming

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altares
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An easier route that might satisfy your needs is to instead create a base material with a texture parameter and assign a Material Instance with that parameter set wherever you want a new instance of your class. The code will look something like:

 auto MID = SomeStaticMeshComponent.CreateAndSetMaterialInstanceDynamic(0);
 MID->SetTextureParameterValue(FName("MyTextureParameter"),MyTextureObject);

If you really want to create a Material (which requires the Editor, and so can't be done in a shipping game), take a look at UnFbx::FFbxImporter::CreateUnrealMaterial in FbxMaterialImport.cpp. This creates the Material and calls UnFbx::FFbxImporter::CreateAndLinkExpressionForMaterialProperty for each property that it is trying to set.

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answered Jun 27 '16 at 08:13 PM

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Digi Labs Dan
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