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Material Setup for Changing Textures based on Health Total?

I want to create a global material that can be instantiated and applied to my in-game characters. They have a basic material with a base color, roughness, metalness, and AO. I want to also make an "unhealthy / damaged" material/textures for the characters for when their health is low. How can I achieve a material that changes all textures (BC, R, MT, and AO) to a "damaged" version of the textures based on health total?

Product Version: UE 4.19
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asked Jun 22 '18 at 04:35 PM in Rendering

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