Can you please make a tutorial on how to change the material color with the help of a picker? In game using a widget blueprint in game in first person character?
Hi, very helpful video, thanks! Also quick question, why did you set up the material and then use it to create material instances, does it take up more memory space? is it possible to assign instanced material directly to the object?
Good questions! Yes - you can absolutely create a material instance that is reusable and assignable throughout your project by right clicking the material, and selecting “create material instance” and setting your parameters there. A lot of my followers have asked for info about how to dynamically set material attributes during runtime for a variety of uses, so this video is focused on that use. There are benefits and uses to doing it at runtime (for instance if you wanted to have dynamic material effects, color changes, value changes without specifically swapping the material in one frame) but if you want to reuse a material - absolutely just create a new material instance.
@@UnrealDevHub Thanks for your reply, also I'm a bit confused when you assigned the newly created dynamic material back to the object's materials, will it replace the source material? Are you doing this to free up some memory space? In my own test, simply changing the stored dynamic material variable will do.
2 options: A - Recommended - Create multiple (non-dynamic) Material instances with varied roughness values, which you can apply to different props. This would allow you to set the values to many identical props in your environment, and not have to maintain values between each prop. B - Follow the logic in this video, which shows how to create a dynamic material instance per BP using values on the construction script. ua-cam.com/video/uSKzkg0dQpY/v-deo.html&ab_channel=UnrealDevHub
This was helpful but I'd prefer it if you explained a little bit what some of these nodes actually do. Also the example situation was a bit overcomplicated, I just wanna know the A to B workflow of getting the Event Graph to effect a Material.
UE5 Blueprint Tutorial - How to Create Dynamic Material Instances ua-cam.com/video/uSKzkg0dQpY/v-deo.html Maybe you’ll find this video (my most video) more to your liking in terms of style of instruction. Thank you for your feedback @MrCompassionate01
I prefer to teach and show, not just to push information down your throat as quickly as possible. If that isn’t how you like to learn, this might not be the best channel for you!
I just started studying UE5 and this gave me a clearer vision of the components. Thank you!
Happy to hear that! Feel free to let me know if there's any more topics you'd like to see covered in future videos!
Super idea ! Can be used in architectural presentations. Thank you !
Definitely - you could use this sort of logic paired with an on-screen UI do make a realtime architectural visualization experience.
great, you can make things appear and disappear too under bp control.
Can you please make a tutorial on how to change the material color with the help of a picker? In game using a widget blueprint in game in first person character?
I can make a video like that in 2025 for sure!
Hi, very helpful video, thanks! Also quick question, why did you set up the material and then use it to create material instances, does it take up more memory space? is it possible to assign instanced material directly to the object?
Good questions! Yes - you can absolutely create a material instance that is reusable and assignable throughout your project by right clicking the material, and selecting “create material instance” and setting your parameters there.
A lot of my followers have asked for info about how to dynamically set material attributes during runtime for a variety of uses, so this video is focused on that use.
There are benefits and uses to doing it at runtime (for instance if you wanted to have dynamic material effects, color changes, value changes without specifically swapping the material in one frame) but if you want to reuse a material - absolutely just create a new material instance.
@@UnrealDevHub Thanks for your reply, also I'm a bit confused when you assigned the newly created dynamic material back to the object's materials, will it replace the source material? Are you doing this to free up some memory space? In my own test, simply changing the stored dynamic material variable will do.
amazing super helpfull
Thanks!
No problem at all! Follow for more - lots of great stuff to come.
how can I add an automatic tweak in material when I duplicate a prop in Unreal Engine 5 basically I need to tweak roughness
2 options:
A - Recommended - Create multiple (non-dynamic) Material instances with varied roughness values, which you can apply to different props. This would allow you to set the values to many identical props in your environment, and not have to maintain values between each prop.
B - Follow the logic in this video, which shows how to create a dynamic material instance per BP using values on the construction script.
ua-cam.com/video/uSKzkg0dQpY/v-deo.html&ab_channel=UnrealDevHub
This was helpful but I'd prefer it if you explained a little bit what some of these nodes actually do.
Also the example situation was a bit overcomplicated, I just wanna know the A to B workflow of getting the Event Graph to effect a Material.
UE5 Blueprint Tutorial - How to Create Dynamic Material Instances
ua-cam.com/video/uSKzkg0dQpY/v-deo.html
Maybe you’ll find this video (my most video) more to your liking in terms of style of instruction. Thank you for your feedback @MrCompassionate01
Вот зачем на 15 минут растягивать то что можно сделать за 2 минуты.......
I prefer to teach and show, not just to push information down your throat as quickly as possible.
If that isn’t how you like to learn, this might not be the best channel for you!