Updating specific materials opacity

I am creating a grid based game, I am trying to make it so only the materials directly surrounding the player are visible and fade out with distance from the player actors current location. So the gird the player currently occupies is fully visible, the ones next to him are 75% visible, the next are 50% visible and so on.

I have had mild success with material parameters and I have successfully gotten materials to update dynamically, but they all update with the same value, is there a way I can dynamically change each materials opacity based on an actor location?

Any help would be greatly appreciated

Basically you need to use a sphere mask or box mask 3D and a collection parameter in your materials to multiply the opacity, and then set that parameter(vector) with player’s location. Check out this video for more info: Depth & Location Based Effects | Live Training | Unreal Engine - YouTube

Perfect! thank you so much, guess I need to get better at searching the tutorial resources, thanks again!

Perfect! Thank you so much, guess I need to get better at searching the tutorial resources, thanks again!