Blueprint to reset actor in loop after changing materials (Graduation thesis, please help!)

Hello everyone, I’m working on an architectural visualization and I’m trying to create a blueprint that allows the player to make other actors disappear by pressing a button. As you can see from the images, pressing B the group of meshes “BasamentiNeri” disappear (I’ve created a material that, from a black marble texture, becomes “invisible”, and then I’ve disabled collisions), and pressing L the group of meshes “CopiaBasamentoNero” (consisting in the same meshes, duplicated, made invisible at the begin and placed in the same position of “BasamentiNeri”) appears (I’ve created another material that, from “invisible”, becomes a black marble one, and then I’ve enabled collisions). This works, but, when I try to loop the button press, it fails to reload the sequence of events linked to the change of materials and the group modifies only its collision.

Is there a way to reload the actor and the material after pressing B and L the first time, as if nothing had happened? I hope so, I tried everything and I have no more ideas >_< Thanks to whoever will help me.


229720-

Buongiorno Ewhyl,

I’m not sure about the ‘Flow’ of your experience you’re trying to achieve, but one quick way to reset everything is to fire off an “execute console command” node with “restart level”. (You will be placed back at start location)

Have you tried playing the timelines in reverse? (Protip, you can drag off a == node from “Direction” and branch logic depending on what direction you’re playing)

why dont you try using the set actor hidden in game node instead of using timelines and changing the material.

From what i understand you are using those parameters in the material in some sort of hierarchy to swap between textures or values? If that’s the case you need to “reset” those parameters with each B and L input. I.e. You also need to set DissolveBInvert to its initial value as you hit B to set the dissolve parameter.

Also you dont need a timeline for these, since you arent using a float track to update the parameters.

Hello Jacky and thank you so much for your response. I recorded a video to explain better:

I think you are the one who understood better my problem, but I’m pretty new in UE and I can’t catch well your explanation. I followed a tutorial to make my material and, without the timeline, it doesn’t work (I’ve just tried); I’ll post screens to let you see how it works (it uses a material parameter collection, I can’t understand well why). About the reset, this is just my problem. Could you explain me step by step or give me some references about? I don’t know what else to do.

229766-material-parameter-collection.jpg

Hello O, and thank you so much for your response. I recorded a video to explain better:

I tried as you suggested, but unfortunately the problem remains: pressing B, the group disappear (based on the properties of the material assigned); then, pressing L, the other group appears (based on the properties of the other material assigned); then, trying to press B or L, the group modifies only its collision.

I think the problem is the transition between the 2° group of meshes (with its material) and the 1° one (with the other material), but how can I reset this? In this case, I can’t manage to use only one material and play the timelines in reverse, because it doesn’t work.

Mine is an Arch viz, so I need to leave the player free to move in the room but, pressing B and L, part of the room has to disappear and a new one has to appear, in sostitution of the first one. For now, I can do this just once. But I need to leave the player free to start this transition anytime he wants; is it possible?

Hello ThompsonN13 and thank you so much for your response. I recorded a video to explain better:

In this archviz, I need to show the transition; it’s part of my thesis. I tried to set actor hidden in game, but I don’t obtain the result I need.