This is sort of like a cross-over post with a question I asked here: https://forums.unrealengine.com/t/a-quick-way-to-rename-parameters-in-material-graph/1706116 But my broader question for polycount is, are there any tools or methods to improve QOL with the unreal material graph? Renaming a bunch of parameters,…
You can build materials with blueprint if you're feeling masochistic enough - you just have to start with an empty one and modify it. you can make tools to rename params, redirect noodles, replace textures, add nodes etc. but generally speaking there are far better ways to solve the problem. The only time I've ever found…
tbh, I'd probably just suck it up and do the work by hand if it was just for my own benefit however, if you did want a tool I dont think there's much to choose in terms of work between doing it in c++ vs blueprint. I choose BP for most of my tools (even if it's more arseache) because it's easier to distribute new resources…
@poopipe the motivation was a landscape material, where there is a bunch of layers and I use some mask for variation in each layer. I think that I have used material functions as much as I can, but there still is a need for like 10+ unique parameters, seen here: Renaming ten parameters in blueprint graph isn't a huge deal,…