Have a custom mesh of a ceiling lamp with an emissive map to illuminate light up when light is on. As you knoqw this map will illuminate light regardless of the lighting in the scene.
I have a class blueprint with that light and I need to toggle its Brightness with a timeline. (Flickering light.) I know how to do so with a light but not with the emissive map of the light object.
In your material, create a multiply between your emissive texture, and your shader. Attach a scalar parameter to this multiply and give it an appropriate name and default value (something like lamp_brightness).
In your blueprint, in the Construction Script, add a Create Dynamic Material Instance node, and point it to your lamp texture. Promote the output of that node to a variable, and give it a name.
In your event graph, when your light is triggered, you can use Set Scalar Parameter to change the value of the named scalar parameter on the fly. (NB: The below graph is slightly different, since I’m controlling my lights with a Matinee, but you should be able to figure out what to do…)
It sounds like your doing the same thing I’m trying to do (control an emissive map using the matinee) and I was wondering if you could go a little more in depth with regards to how you do that as I’m really struggling
Thanks