There appears to be no way to edit an object instance’s vertex color at runtime or construct time. I have to different use cases for this. One is splatting on a floor using vertex color (eg. in runtime) and another is setting vertex color based on the construct script results (eg. checks proximity and adjusts color accordingly)
These would both be extremely useful, is there a feature I’m missing and otherwise could this be implemented into the engine?
There is no current way to set vertex color dynamically at run time. You could prepaint your mesh with specific R, G and B values and then use each of those painted vertex channels to call dynamically different elements based on vertex color. For something like a floor splatter, I might look into using a decal that’s spawned dynamically.
Are there any updates to this? We are able to paint dynamically at runtime, but it crashes during shipping due to the vertex buffer being freed and de-allocated. We desperately need this feature, so just thought I’d pop my head out and ask. Thank you.
This is a feature I really want, I am building a fire place and for the dynamic changes from the fire burning the wood, to switch between two or three textures this would be awesome.
I appreciate that this is an old post - but just to update it… you can set the vertex colour at runtime using the Set Vertex Color Override node (for skinned skeletal meshes):
This works both in the editor and packaged for me (the only trick I found was that you had to ensure that you allow CPU access to the static mesh (a copy of the skeletal mesh that I used to generate the number of vertices)