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Unreal Engine Diaries #2

  • Useful Material Editor Hotkeys [Press these keys & click anywhere on the mat editor]: B = Bump Offset; E = Power; I = If condition; O = OneMinus; P = Panner; S = Scalar Parameter; U = Texture Coordinates; V = Vector Parameter
  • If you change any of the member names of a Struct in the Content Browser, the connections from the aforementioned members in all blueprints will get cut. As a result, you'll have to go around each of these blueprints and manually connect them again. So it helps to actually note down where you need to reconnect before making changes to a Struct.

    Also note that in v4.8 of Unreal Engine, these renamed members will have their input pins invisible the next time you check out those structs in your blueprints. In order to make make them visible again, click on the struct >> go to the details panel >> tick the checkbox next to the changed element to see it again. You'll however have to do this for every instance of the said struct.
  • An Unlit material means that we are only dealing with the Emissive and Opacity inputs.
  • Useful Material Nodes:

    The 'Radial Gradient Exponential' node can be used to create a circular gradient.

    The 'Particle Color' node provides data about the current color of a particle.

    The 'Depth Fade' node can be used in materials of particle emitters like Fire to have them smoothly fade away when they come in contact with any meshes. This node when connected to the opacity helps remove the hard edges which would be otherwise evident when a mesh obstructs the emitter.

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