Unreal Kismet (nonfiction): Difference between revisions

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=== Toggle materials ===
=== Toggle materials ===
==== Ralph Fortin ====


Convert a lamp mesh so it has a Material with an Emissive feature and an alternative Material with no Emissive feature, creating the illusion of a lamp being turned on and off.
Convert a lamp mesh so it has a Material with an Emissive feature and an alternative Material with no Emissive feature, creating the illusion of a lamp being turned on and off.
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* [https://www.youtube.com/watch?v=OXZ4dsERgDU How to animate a material with Kismet/Matinee in UDK] by Ralph Fortin @ YouTube
* [https://www.youtube.com/watch?v=OXZ4dsERgDU How to animate a material with Kismet/Matinee in UDK] by Ralph Fortin @ YouTube


=== Commentary ===
==== ====
 
Create a new material, and add a TextureSampleParameter2D (=Parm2D) expression instead of a regular TextureSample. Fill in your texture into Parm2D expression, as if it were a regular TextureSample, and also be sure to set a ParameterName. The name will be used to identify all the expression in Kismet and the Material Instance later, so pick something descriptive.
 
* [http://www.hourences.com/ue3-triggering-materials/ UE3 Triggering Materials] @ Hourences
 
=== Static mesh actors ===


"You can't change the material applied to a static mesh actor during play. If you use an InterpActor, then the Set Material action in Kismet should do what you want. Or you could use a material with a TextureSampleParameter and the Set Material Param action should allow you to change that in Kismet. There are other ways as well, but I think one of those should work in most cases."
"You can't change the material applied to a static mesh actor during play. If you use an InterpActor, then the Set Material action in Kismet should do what you want. Or you could use a material with a TextureSampleParameter and the Set Material Param action should allow you to change that in Kismet. There are other ways as well, but I think one of those should work in most cases."

Revision as of 11:02, 4 September 2020

Kismet is a scripting engine for the Unreal game engine.

Examples

Toggle materials

Ralph Fortin

Convert a lamp mesh so it has a Material with an Emissive feature and an alternative Material with no Emissive feature, creating the illusion of a lamp being turned on and off.

Use the Set Material actions in Kismet to set the material of a surface.

This only changes the Material on a mesh: it does not the light cast in the scene. Use PointLightToggleable to provide light that toggles.

Create a new material, and add a TextureSampleParameter2D (=Parm2D) expression instead of a regular TextureSample. Fill in your texture into Parm2D expression, as if it were a regular TextureSample, and also be sure to set a ParameterName. The name will be used to identify all the expression in Kismet and the Material Instance later, so pick something descriptive.

Static mesh actors

"You can't change the material applied to a static mesh actor during play. If you use an InterpActor, then the Set Material action in Kismet should do what you want. Or you could use a material with a TextureSampleParameter and the Set Material Param action should allow you to change that in Kismet. There are other ways as well, but I think one of those should work in most cases."

https://www.3dbuzz.com/forum/threads/170279-How-can-I-change-Material-Instance-with-Matinee

Teleportation

Materials

See Unreal Materials (nonfiction).

General tutorials

  • Kismet @ 3dbuzz.com - free to registered users

In the News

Fiction cross-reference

Nonfiction cross-reference

External links