
Add as many parameter tracks as needed for your element. When using this Function, it seems to return a float. I say roughly because you count from 0 so 0 - 32 is actually 33 values. It allows you to define a set of Material Attributes, and pass them along as bundled data through a single wire. The properties listed above determine how what a Material can and cannot do, how it interacts with Material Domain - This controls how the Material is intended to be used, such as whether it is meant to be part of a surface, a Light Function, or a Post Process Material. While a UV Coordinate node can be either part of the vertex or pixel shader, the CustomizedUVs feature is only run in the vertex shader, and offers a performance increase over running the same calculations in the pixel shader. The flowchart below describes the high-level process of bringing your own Hair Grooms into Unreal Engine and attaching them to a Skeletal Mesh character that can be animated. Now create a regular material and go to the material details tab and check "Use Material Attributes" - that will get rid of the BaseColor, Normal, Roughness, etc. If you are completely new to Materials in Unreal, you may prefer to start with the Essential Material Concepts page. Mapping between CityEngine and Unreal entities Geometry. In the Anim Curves panel, right-click in the curve list area and select Add Curve. When viewing an Animation Sequence in the Animation Sequence Editor, click the Curves track dropdown menu and select Add Curve… > Create Curve.


The Alpha of the BlendMaterialAttributes node has some math nodes with an absolute world position and a camera position. Instead of a Main Material node, Material Functions have FunctionOutput nodes, which appear as output pins on the final Material Function node when it is used in a Material.
