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How can I toggle brightness with a timeline on an emissive map?

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.

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asked Apr 25 '14 at 04:28 AM in Blueprint Scripting

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Here's how:

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).

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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.

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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...)

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Hope that helps :)

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answered Apr 25 '14 at 12:24 PM

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avatar image TobiasRipper Apr 26 '14 at 03:03 AM

I got it. Works like a charm. Thank you.

avatar image Lawson112 Nov 22 '15 at 06:29 PM

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

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