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In this case, and also if no textures were present in the material to begin with, the material in Unreal Editor will be populated with a randomly-colored Vector Parameter. If the textures applied to the material in the 3D application are in a format that is not compatible with Unreal, or are connected to an unknown material attribute (for example, Diffuse in Maya), they will not be imported. However, you will need to connect some textures to their material slots.
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A Texture Coordinate expression will also be added to the material and connected to the UVs input of the Texture Sample. If a Material has a texture assigned as either the diffuse or normal map in the 3D application, those textures will be imported into Unreal as long as the Import Textures setting is enabled in FBX Import Properties.Ī Texture Sample expression will be built in the newly-created material in Unreal Editor and the imported texture will be assigned to that Texture Sample. It also ensures that your gameplay code still works properly if the order of the Materials on the meshes were to ever change (since it references the Slot Name instead).
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This saves you from having to hard-code the Material Element's index number to retrieve the Material Slot You can set your Material on a component at runtime, using the Slot Name you gave your Material by calling Set Material By Name. Setting Material Slots in Blueprints and C++ adjust materials and lights, modify the model and see the rendering being updated 360 Environment with Rhinos Basic.
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