#How to have working adverts in custom maps

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molten skiff
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How to have working adverts in custom maps

A feature that's often overlooked when people make custom maps is the working (and constantly updating) custom adverts that are featured in most Psyonix maps. Last week I was updating my map template and I figured out how to do it, so I figured I'd write a quick guide on it cause its pretty simple once you know how to set it up.

There are 6 types of advert materials, with two separate aspect ratios. There are four 4x1 materials (the banners), and two 2x1 materials (the billboards). They are lettered A-D, and I'll list them below, along with some meshes that are UV'd properly to suit these materials.

MaterialInstanceConstant'EuroStadium_P.adverts.Materials.4x1_B_MIC'
MaterialInstanceConstant'EuroStadium_P.adverts.Materials.4x1_C_MIC'
MaterialInstanceConstant'EuroStadium_P.adverts.Materials.4x1_D_MIC'
MaterialInstanceConstant'EuroStadium_P.adverts.Materials.2x1_A_MIC'
MaterialInstanceConstant'EuroStadium_P.adverts.Materials.2x1_B_MIC

(4x1) StaticMesh'EuroStadium_P.eurostadium_assets.Meshes.AdvertStrip_01'
(4x1) StaticMesh'EuroStadium_P.eurostadium_assets.Meshes.AdvertStrip_02'
(2x1) StaticMesh'EuroStadium_P.fx_general.Meshes.Loft_Quad_01'``` *for the 2x1 billboard, you must scale y by 2, and mirror it horizontally

Just putting the materials on a mesh isn't enough though. There is an "UpdateAd" node in kismet. Put your static mesh under the "mesh" variable like I did in the example below. For some reason, only one ad will update if you connect all the meshes to the same node, so you must break them up like I did.
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If you did everything correctly, it should appear in game! Now not even custom maps are safe from Epic's corporate greed feelssteamman