Configure material parameters on actor details

So i got an material that looks like a concrete where a “little-details” is lerp’ed to by some parameters; like rotation angle, mirror axis and the 2d-texture-sampler that is lerb’ed it self (here it is some green’isch mose stuff):

I have lots of walls and want to apply the parameters individual for each actor. My lets say stupid expectation was that i can configure the material on the actor detail settings as this would be quite handy and simple:

The issue is now, that this doesn’t seem to work as i have expected - I would need to have a material instance defined for each an every possible combination… 36022*?=?!

Is there a way to avoid this? Or whats the better way to do what i have in mind as mentioned above?

As far as I know switches are static, they’re compiled into the shader.

You can use an if node with a scalar to dynamically switch between the branches. Lerp + parametrised scalar will work, too.

Okay, i understand what you mean, seams to shift the issue to a different set of switches, which may be less then. But isnt there a way to control the material parameters from the actor instance?

That’s exactly what the above is. They’re just scalar params I called switches :slight_smile:
Sorry for the confusion!

I thing this doesn’t help me out to avoid creating lots of material instances - but thanks for responding, as i rarely get responses here ;D

Ok, after 3 more hours of creating 45 instanced materials to fit all my decals to textures and a some nervous break downs - I googled again to find out how decals should be done.

This time i hit the right keyword, i guess/hope… so i found this:

And further on this video helped me to do the basics:

Ue4: advanced materials (Ep. 12 Using decals) - YouTube → didnt work fully, looked like rubish

UE4: Solution to Decals Not Rendering/Showing in Indirect Static Lighting Tutorial - YouTube → this mentioned the magic switch “DBuffer Decals” in the project settings (it is required to reload the project, restart editor…!)

  1. changed the project setting DBuffer decal

  2. So i add a new mat:

  1. Put it to the scene with an DecalActor:

Basically this was how i want to use the decal, i just didnt know the actor … the only weird thing is that the colors looks odd, as this is how it SHOULD look like - someone knows why?:

Not sure what you want to achieve but a single if gives you 3 combinations already. That’s 1 more than your boolean false/ true switch…