Inside the Details panel, locate the Materials section and click the Materials dropdown menu. Here's how you change a Static Mesh Actor's Material. For every instance of that Actor, we're able to specify its Material. When we placed a Static Mesh object in our level, we created an instance of our object (an Actor). The specified Material will be used anytime you place this asset in the level. Inside the Content Browser, drag-and-drop the newly textured Static Mesh Actor into your level. Your Preview Pane will update to reflect the newly applied material.Ĭlicking the Save button first, close the Material Editor. The material should be available in the selection window. Select the 'Rock' Material you created earlier. Inside the Details panel under LOD0, left-click the material's drop-down menu. The Static Mesh Editor will load your asset for editing. Inside the Content Browser, double-click the asset you imported earlier in this guide. The default material will be used whenever an Actor is placed in the level. This section will show you how to set a Static Mesh Actor's default material. The objective of this step is to apply our Material to the Static Mesh we imported. You're now ready to bring things together! The Constant3Vector node is a modifiable vector corresponding to color without an alpha channel.Ī list of all Material Editor Keyboard Shortcuts can be found by going to Edit Menu > Editor Preferences > Keyboard Shortcuts > "Material Editor" and "Material Editor-Spawn Nodes" categories. Hold the ' 3 ' key and left-click in the Graph Panel to create one ( 1) Constant3Vector. The Constant Node is a modifiable scalar float variable. Hold the ' 1 ' key and left-click in the Graph Panel to create three ( 3) Constant nodes. The Preview should look similar to the image pictured below. The newly connected white pin contains information for the texture's normal map. The newly connected white pin contains the texture's color channels.Ĭonnect the T_Rock_04_n Texture Sample's Normal pin (white) to the Rock Material's Normal pin. The Material Graph should resemble the image pictured above.Ĭonnect the T_Rock_04_D Texture Sample's Color pin (white) to the Rock Material's Base Color pin. Repeat Step 6 for the other Texture Sample Node, making sure to select the normal map texture named T_Rock_04_n. You can also use the search field to locate the texture asset by entering 'T_Rock_04_D' in the search field. Under the texture property, left-click the pull down menu labeled 'None' and select the color texture named T_Rock_04_D. Select one of the Texture Sample Nodes and locate the Details Panel under the Material Expression Texture Base category. Repeat Step 4 until your graph looks like the image below. A Texture Sample Node should appear inside the graph. Hold the ' T ' key and left-click inside the Editor's Graph area. The Subsurface Shading Model enables two more pins in the Main Material Node: Opacity and Subsurface Color. Inside the Details panel, change the Shading Model from Default Lit to Subsurface. It is the only node in the graph (named after your material). The Material Editor will highlight the node for you when you select it. Select the Main Material Node in the center of the Material Graph. You're now ready to edit the 'Rock' Material you created. You can define a material's color, shininess, transparency, and much more in the Material Editor. The first thing you're going to learn is how to create a folder that will store your imported content. It's always good practice to keep your project's content organized. Visual Studio will also open and load the solution file that our project has created. The Unreal Editor will now open our new project. We can now click Create Project and get started. We'll need to enter a project name, so we'll use Artist_QuickStart. The Project Browser appears.Ĭreate a new Project using the Games > Blank template using the following settings: You'll also know where to find information on the FBX Content Pipeline while learning how to use the Material Editor to modify Materials before applying them to a Static Mesh Actor. By the end of this guide, you'll know how to use the Project Browser to create new projects and navigate the Content Browser to find and add content. This quick start guide shows you how to add assets to your Unreal Engine (UE4) games.
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