Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why does my dynamic material instance only affect one particle system in a Cascade setup?

I have a Cascade setup, with two emitters inside of it.

This setup is inside a blueprint, by itself. Here is the construction graph: alt text

Here is the section of the level blueprint which changes the dynamic material: alt text

Here is what happens in engine: alt text

If I manually set the scalar value which switches the colour in the shader, it displays the colours on the particles correctly. But through the blueprint, and in the game, it only changes one out of the two emiiters.

Any ideas?

Product Version: Not Selected
level_bp.png (54.1 kB)
more ▼

asked May 05 '14 at 01:32 PM in Rendering

avatar image

283 15 17 31

avatar image scrcr0 May 05 '14 at 02:04 PM

Oh, and the pertinent part of the shader network, in case its relevant:

alt text

avatar image Lovecraft_K ♦♦ STAFF May 05 '14 at 09:36 PM

Hey Crow87 -

Looks like it's coming along nicely! I need a little bit more information on how you have your particle system and material set up. Can you upload a screen shot of the Dynamic Expression in Cascade and the Material Editor?


Eric Ketchum

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Make sure you have the Element Index set to the emitter index value, right now there is a limitation with Cascade/MIDs and Blueprints are working to fix, which might break your setup if you sort/change the draw order in Cascade.

Your Emitter Index starts @ 0.00 on the left and increments up from L to R.

If you have more than one Emitter, you need to set an MID for each Emitter in your system.

If you only want to change the colors of your Effects I suggest giving an instanceParameter a try instead using InitialColor and ScaleColorOverLife modules, it requires far less setup.


more ▼

answered May 06 '14 at 01:19 PM

avatar image

[Epic]homeRye STAFF
1.2k 22 3 42

avatar image scrcr0 May 06 '14 at 01:33 PM

Aha! That makes much more sense now, thanks.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question