Hi, I've been trying to assign a dynamic material to the skeleton renderer so that I can change material parameter values at runtime. At the moment if I spawn a dynamic material version of the SpineUnlitNormalMaterial (to which I have added some scalar parameters), and assign it to the skeletonRenderer via SetMaterial, changing the scalar parameter values later on seems to do nothing. This approach works with other normal meshes, but I imagine it's a bit more complicated when it comes to the Spine renderer.

I've also tried to use the SetNormalBlendMaterial function rather than the default unreal SetMaterial function, but that turns all the meshes black... Had a look through the docs but couldn't see anything regarding this issue, so was wondering if you had any pointers? Thanks.

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8 jours plus tard
6 jours plus tard

Hmm, I was trying to use them in order to flash characters white when receiving damage. I know you can tint the color of the sprites but as far as I can tell there is no way to make them actually full white. Do you know if there's another way that I'm missing?

Tint black can make an attachment full white, but you'd need to do this to all slots (probably using an animation that keys the color for all slots). Usually effects like this that affect everything are better done with a shader, but that has its own complexities.

Mario
Just in case anyone runs into the same issue, on a whim I tried getting the default material that's assigned to the renderer and just casting it to a dynamic material, and surprisingly that works...

    un mois plus tard

    tomthespaceman
    I'm also having trouble with dynamic materials. Could you elaborate or post a quick screenshot on how you made it work? I don't seem to be able to replicate it.