Base Color defined by variable in Level Blueprint
Hello! So I'm not sure if my approach to this task is using the correct logic, but here's what I'm trying to do:
Upon launch, 1 of 7 predefined colors is chosen, and applied to an assortment of materials in my level.
In my level blueprint, I first have a random integer chosen between 1 and 7. I then go through a series of IF statements, checking which number was randomly chosen. As soon as a branch is triggered as TRUE, a Linear Color Variable, "StartingRoomColor" is set to the corresponding color.
Question 1) If I want to use the variable "StartingRoomColor" as a base color on several materials, do I control this in the materials themselves, or do I have to setup a blueprint on objects that have those materials applied to them, and control it through dynamic material mumbo jumbo?
Question 2) How? I'm happy to follow tutorials or read documentation, but I'm not sure what terminology to search for to do this process.
[More info] My level blueprint may not be the most elegant approach to this, but the reason I set it up this way is so that I can expand upon it later for a puzzle element I plan on implementing. For example, if my StartingColorID variable is 1 (white), I will have logic in the level telling other materials to display as StartincColorID +1 (red).
Thanks for your time =)
asked Feb 23 '15 at 05:14 AM in Blueprint Scripting
First of all, you need to store this information with a persistent acto, the game mode or player character would be appropriate. I chose the Game Mode. Here is how I wired it:
answered Feb 23 '15 at 10:48 PM
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