Hello,
i try to generate a bunch of materials with a plugin function in C++. Basically for each materail i have one texture an wanna hook it up to the material blueprint node in a way shown i this picture:
the upper connection (RGB to Base Color) is no problem i do this with the following line of code:
UMaterial* material = ... ;
UMaterialExpressionTextureSample* TextureExpression = ... ;
material->BaseColor.Expression = TextureExpression;
I just cant figure out, how to connect the A with the Opacity Mask. Any suggestions are very welcome.
1 Like
Finally i got it!
First you need to tell it, to use the texture expression for the opacity mask:
material->OpacityMask.Expression = TextureExpression;
After that you need to activate a mask for the opacity mask input:
material->OpacityMask.Mask = 1;
And then you can switch on/ off which of the channels you are going to need:
material->OpacityMask.MaskR = 0;
material->OpacityMask.MaskG = 0;
material->OpacityMask.MaskB = 0;
material->OpacityMask.MaskA = 1;
1 Like
MCX292
(MCX292)
August 13, 2019, 12:53am
3
That was a tough one - I’m going to keep this one around because I’m sure I will forget.
1 Like
Ares9323
(Ares9323)
May 23, 2022, 10:40pm
5
Thank you so much for sharing, I’ve wasted so much time trying to find this!