Materials or Textures in UMG
My question is simple :
In cases where we want to apply different effects at runtime to an UMG widget, and those effects are doable both with straightforward BP functions and with Material operations, are Materials (with parameters) always the better idea?
I know that by using material parameters and using an invalidation box we already gain the benefit of caching certain bits of the UI. Is there any other performance related benefit? And is it always worth it?
asked Oct 24 '17 at 01:25 PM in Using UE4
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