#ah, and how do i tie them together if

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tight tapir
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within the same blueprint you'd refer to both and have them do their stuff

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that blueprint would be the one you use to spawn the new item I guess. So when the item is spawned, there are some rules that would pick what kind of item, what size, what color, etc..

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if you need to keep track of which items where created, you can store the result elsewhere as the player picks it up or something

balmy lily
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this is so confusing because there are many ways to do it.
i was just now creating a data table with the materials.
so that then when i create an actor, i get the clothes, and each cloth entry in the data table will have a Name that is an entry for a data table that has the materials properties

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but then i realized at that point why not just create an actual material instance right...

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thats what most ue devs do

tight tapir
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yeah I agree.. infinite ways of doing it.. but the one you pick.. you'll mostly likely use for many things so it's hard to pick one

tight tapir
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a struct could include eveything you need to define how an item looks

balmy lily
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the thing is that some materials change only the color

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for example this dress

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changes only the color

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so i have pink dress, black dress,

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thats why i didnt want to just create a material instance just for that

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but others change texture too

tight tapir
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oh you don't have to create an instance for that

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you can change the value in the blueprint

balmy lily
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so for example, lets say i change dress from black dress to pink dress

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i need to know the property for the pink dress to create a material instance

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so i get it from a data table
But at that point if we are getting these properties from a data table, like color, roughness,
It might be better to just create a material instance for the material?

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idk... this is what i think

tight tapir
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both ways work

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i like to change parameters on the fly so I'd have one instance only and chance its parameters dynamically

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this way, if later you add, let's say, a decoration on the dress or a new attribute such as the dress size, you don't need to duplicate both the black and pink dress

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you just set them independently

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you can edit the whole instance (affecting all the objects that use it all at once) or edit the dynamic instance applied to a specific dress

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this is how you create a assign a MID (material instance dynamic)

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this "virtual" instance will be unique to the dress you apply it on

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you can do this in the construction script or at event begin play.. or on creation of the dress

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then you can change the color like this

balmy lily
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amazing

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in my case the clothes are not blueprints, they are just skeletal meshes

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so when i change the dress of my character, i just change the cloth

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but need a datatable because there is not individual blueprint for the dress

tight tapir
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they could be blueprints with this code to control them

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each dress would essential get a parameter to change its color

balmy lily
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and how do i attach them

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ah they can be actor component?

tight tapir
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you need to create a blueprint that lets you add more features to your dress and then set it to use the dress skeletal mesh

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you could have a parent blueprint that can be any cloth too

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this is kind of like building your data table but instead you create a dynamic, modular dress that you can adjust

balmy lily
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and then attach to actor ?

tight tapir
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the dress would be within that system

balmy lily
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the thing with actors is that i remember someone tell me its bad to use attach actor to actor

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but i think this would work with component

tight tapir
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no need to attach

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the bp IS the dress

balmy lily
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but the character has more dresses

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and removes and adds

tight tapir
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hm so all of those dresses are worn?

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or like you'd have a display with a bunch of them?

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because then you could just build all of this within the character

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like in your character BP.. you can change the color (or shape) of their dress

balmy lily
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they are worn sometimes, not all at once

tight tapir
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yeah i see

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i'm sure there are tutorials for character customization.. i'd start there

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and then probably re use the same logic for your other needs

balmy lily
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i was checking here using data driven with data tables vs creating material instances

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material instance is 70 kb

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a data table is way less

tight tapir
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That doesn’t matter

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Unless you’re doing some kind of challenge

balmy lily
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yeah im overthinking i think

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i think will be fine if i create a material instance (not dynamic)

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and set it on the data table

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instead of using variables