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how to expose material usage property to material instance?

Hey guys. Benefit from tutorial, I made a material, and objects in the scene all adopt material instance of such material.Official documents have clarified merits by doing that way. But for me, what I benefit more is it dramatically reduces workload in material modification.

For instance, when I initially make such material, the material is relatively simple. By grasping more and more of UE4, and developing of UE4 itself, then I directly wrote the new functions into this material, then its material instance has inherited new function. By that way, there is no repeated workload and makes everything simple, no need to modify material one by one. What shown below is the material after many times modification. Of course, the modification never stops.

alt text

Although you’ve given well-meaning warning: limit amount of SaticSwtichParameter, but I use many static switch parameter, and its performance is good. And the speed is quicker than use material only---it is a great material system.

Thereupon, I hope skeletal mesh also uses the material instance of such material. But it can not. Static mesh and skeletal mesh can not use material instance of same material, because of different usage property of material.

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So, I would like to ask, whether the usage property of material can be exposed to material instance? If yes, in that case, I can modify such property in material instance. And then static mesh and skeletal mesh can use material instance of same material.

Product Version: UE 4.20
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asked Sep 14 '18 at 03:54 AM in Using UE4

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Unfortunately I do no think you can expose the usage to a material instance. You probably will just need to duplicate the material and make an instance of each one specifically for skeletal meshes and one for static meshes.

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answered Sep 18 '18 at 05:38 AM

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Steve SybrSyn
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avatar image MICHELLEZHOU Sep 20 '18 at 01:27 AM

Steve, thank you very much. Currently I adopt same way as recommended. But that way limits my working efficiency. If UE4 can optimize their engine, that would be perfect. Anyway, thank you very much for your help:)

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