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!
You should take a look at Material Parameter Collections in the documentation: Material Parameter Collections | Unreal Engine Documentation. 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!
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…
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!