UMG - Setting dynamic material values on widget
I'm developing a first-person VR game and I want a blinking effect on my camera. To do that I have an instanced material called M_Blink_Inst which have some values that create the effect of a blink (simple). The material has "User Interface" domain. I created a widget called UMG_Blink that has just one image component which texture is my M_Blink_Inst.
To make it work, in another BP called BP_PlayerCar (is the player I'm using inside a car where the blinking effect should work) I add a widget component (which class is UMG_Blink) and a stereo layer component that is Face Locked and has the "Live Texture" checked. In an event called "Possessed" I get the widget class with the "Get User Widget Object" node, cast it to my UMG_Blink, get the Image from the widget and from there I get the "Dynamic Material" (which I think is my instanced material). Then with a Timeline and the "Set Scalar Parameter Value" I want to modify it on runtime but that is not happening.
In the game I can see the blinking material but it won't move anyway.
Hope you can help me out, PLEASE! I've been struggling a few days with this problem. Attached you will find some pics that may help you. If you need anything else, just let me know.
By the way! My first attempt was using post process materials... but I couldn't get the material through the Post Process Settings node to modify it...
Thanks in advance!
asked Oct 25 '17 at 11:42 AM in Rendering
what you need to do is create a dynamic material instance and set a new brush on your image. Then you can change whatever parameter you want in your material.
answered Oct 25 '17 at 07:29 PM
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