I’m not sure if this is the correct place to request this, but I am begging for some sort of solution someday that would allow us to create additional FunctionInput nodes in Material Layers so that we can inject Non-MaterialAttribute data into our layers.
As an example, I might want to add a shared Texture Object Parameter to my master material and then pipe it into the layer stack so that, for example, I can hook it into a Texture Sample node and control the UV tiling of it separately for each layer. Material Layers are extremely powerful but are held back due to only being able to pipe in MaterialAttribute data, and not things like Texture Objects and other input types.
There are a few very hacky and unideal ways of adding in a few scalar and vector3 parameters, but that’s about it. It would be nice if it was possible to create our own Function Inputs for the MaterialAttributesLayer node (in the master material), then add FunctionInputs of the same type and name to the Layer assets and Blend assets so that the layer stack knows how to bind those Inputs and Outputs together. That way, both the Blend assets and Layers can sample just about anything from the master material. As far as I am away this is currently not possible to do and it’s making it very hard to implement the material setups that I want.
Bonus points also if we ever get the ability to swap out the Layer asset assigned to a Layer Index via Blueprints, even if it’s limited to only swapping the Layer with another Instance of the same parent due to runtime issues or whatever the current limitations are that are preventing it from being added.
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