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Activate Decal Texture to glow...

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I have a simple task, or so I thought. I have a decal texture that I want to glow through emissive. I want the glow to start when a player enters a trigger volume. I tried a few ways and the last way is in the image. Any help on this would be great. I figure using a dynamic material would be the way to go. Any help would be great!


Product Version: UE 4.9
newcapture.jpg (243.5 kB)
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asked Sep 23 '15 at 02:17 PM in Blueprint Scripting

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2 answers: sort voted first


I think this may look like this:

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decal_glow01.png (586.7 kB)
decal_glow02.png (264.3 kB)
decal_glow03.png (273.8 kB)
glow.gif (2.7 MB)
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answered Sep 23 '15 at 03:06 PM

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avatar image walkinginspace Sep 23 '15 at 11:11 PM

Thanks man! I'll give this a go tonight!!!

avatar image walkinginspace Sep 23 '15 at 11:16 PM

In the Level blueprint, i see the decal has a variable dragged off of it, where does that come from? So, this stuff is new to me.

avatar image svv3dUDN Sep 24 '15 at 06:14 AM

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decal_glow04.png (354.7 kB)
avatar image walkinginspace Sep 24 '15 at 11:07 PM

THANKS, worked like a charm. Huge help! Thanks so MUCH!

avatar image walkinginspace Sep 25 '15 at 11:08 PM

so....this works great...but one problem. What if I need a bunch of instances of that decal? Right now, this will work for one, do i need to create a dynamic instance for ALL the copies? That'll get messy I would imagine...am I missing something? Also I can only have one of the On Begin Play events as well....

avatar image svv3dUDN Sep 28 '15 at 08:02 AM

Create Actor bluerpint. Add Scene component for Root. Add Decal and Box Collision components.

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decal01.png (268.6 kB)
decal02.png (319.4 kB)
decal03.png (666.3 kB)
decal04.png (679.7 kB)
decal.gif (2.1 MB)
avatar image walkinginspace Sep 28 '15 at 12:16 PM

Cool, I worked it out with the Material Parameter collections. Was pretty straightforward. Thanks for that example though, looks good too. I appreciate the help!

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Hello walkinginspace,

You should take a look at Material Parameter Collections in the documentation: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ParameterCollections/index.html. Through the use of this page, you'll be able to create a parameter collection, which in your case would only include your emissive strength parameter. The blueprint shown in the tutorial will need to be modified a bit. I was able to get my material to glow by using an OnActorBeginOverlap on a nearby box trigger and then using a set scalar parameter node to set the emissive strength parameter to 100. Then OnActorEndOverlap, I set the scalar parameter value back to 0 to stop it from glowing when the player exits the trigger. I hope that this information is helpful!

Have a great day,

Sean Flint

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answered Sep 23 '15 at 02:55 PM

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Sean L ♦♦ STAFF
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avatar image walkinginspace Sep 24 '15 at 06:33 AM

Thanks guys! Can't wait to get home and try those suggestions out!

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