Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...
A licensee has reached out via EPS about a texture loading issue they are having in-editor. I summarized the most important points below:The issue relates to texture load failure associated with mat ...
The problem seems to be that the bUsesGlobalDistanceField flag in the ShouldPrepareGlobalDistanceField() function checks for usage on the material, but it doesn't seem to take effect. The material u ...
The ChannelMaskParameter node in the Material Graph works in most cases, but unusually does not work when extracting the value of the Alpha channel only for Vertex Color input data. ...
Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...
Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...
In Unreal Engine, materials can expose parameters that can then be modified via instances (MaterialInstanceConstant). The UMaterialEditingLibrary provides several functions to modify these parameter ...
In UE 5.5, the Editor may crash in FHLSLMaterialTranslator::GetMaterialEnvironment when loading materials with Material Parameter Collections, likely due to async loading. Calling ParameterCollectio ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...