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,…
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,…