I am not sure if im getting this..but if I create a HDA at /OBJ level so it becomes /OBJ/Subnet I can then put a geo node and a shopnet inside that so I can have multiple materials.
But if I create the HDA from say /OBJ/geo level, meaning from inside a geo node, so the actual HDA is created from /OBJ/geo/Subnet I can still put a shopnet in the /OBJ/geo/subnet but Unreal wont understand multiple materials while the first solution it does.
That is all fine..unless I want to have a curve input, because the only way I've managed to create that is on the /OBJ/Geo/subnet, I am not sure how todo that with /OBJ/Subnet HDA's ..which as of now atleast, means I cant have curve inputs and multiple materials.
I am guessing I am missing something ? or is this a limitation in the current state of things ?
Creating HDA's att different levels
3539 6 0- MagnusL3D
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- MagnusL3D
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Ended up using the custom “unreal_face_material” attribute, and im guessing it should be a string for a existing material in Unreal, so i typed in “M_Wood_Oak” which is a startermaterial and that didnt work, and I also tried “StarterContent/Materials/M_Wood_Oak” and that didnt work..but atleast I can assign 2 different not working material's so I then later in Unreal can assign them. It get's a bit booring when you have several copies of your HDA placed.
- ttvdsfx
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- MagnusL3D
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- ttvdsfx
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- MagnusL3D
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- ttvdsfx
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