Couldn't find anyway to override instance static mesh's material.
So I converted my static mesh into Blueprint actor then make a material instance type variable.
Then use unreal_uproperty_XXX to override the material.
I dont think this is a smartest way to do it.
Hope it helps.
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Houdini Engine for Unreal » override instanced static mesh's material
- anon_user_10187590
- 3 posts
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Houdini Engine for Unreal » override instanced static mesh's material
- anon_user_10187590
- 3 posts
- Offline
Is that possible to change instanced static mesh's material using "unreal_uproperty_"?
I tried many different name for the material element 0. but have no luck.
Any tips?
I tried many different name for the material element 0. but have no luck.
Any tips?
Edited by anon_user_10187590 - 2022年2月10日 00:41:06
Houdini for Realtime » Houdini Niagara Updates
- anon_user_10187590
- 3 posts
- Offline
Hi Mike,
Ive been trying this amazing features and everything is working fine.
This is so great and thank you very much for the walk-through videos and example files.
It helped alots.
But I have a problem when I tried to capture my point cache niagara with sequencer.
When I hit play/simulate or play in sequencer, the niagara system worked fine.
But after I captured it ,the results seemed like all the niagara system is fast fowarding.
Any idea why this is happening? or should I ask this question to Epic?
Thanks again
Ive been trying this amazing features and everything is working fine.
This is so great and thank you very much for the walk-through videos and example files.
It helped alots.
But I have a problem when I tried to capture my point cache niagara with sequencer.
When I hit play/simulate or play in sequencer, the niagara system worked fine.
But after I captured it ,the results seemed like all the niagara system is fast fowarding.
Any idea why this is happening? or should I ask this question to Epic?
Thanks again
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