14.动态创建材质实例

原视频地址:【虚幻5】UE5C++零基础全网全流程开发从入门到进阶教程合集(持续跟新中)_哔哩哔哩_bilibili

创建MyMaterialActor

为我们的MyMaterialActor添加两个组件初始化组件

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyComponent")
	USceneComponent* MySceneCom;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "MyComponent")
	UStaticMeshComponent* MyMeshCom;

并在构造函数中初始化组件
 

AMyMaterialActor::AMyMaterialActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	MySceneCom = CreateDefaultSubobject<USceneComponent>(TEXT("MyCustomScene"));
	MyMeshCom = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyMesh"));

	RootComponent = MySceneCom;
	MyMeshCom->SetupAttachment(MySceneCom);

	//静态加载资源
	static ConstructorHelpers::FObjectFinder<UStaticMesh> myStaticMesh(TEXT("/Script/Engine.StaticMesh'/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube'"));
	MyMeshCom->SetStaticMesh(myStaticMesh.Object);
}

创建一个材质,材质编辑器中,生成Vector1base - Vector4base 快捷键需要配合鼠标左键+数字键

在MyMaterialActor的BeginPlay中动态加载材质,注意LoadObject<UMaterialInterface>,而不是UMaterialInstance,并绑定到我们的StaticMeshComponent上,并通过UMaterialIntanceDynamic对象对我们的材质进行动态修改。

void AMyMaterialActor::BeginPlay()
{
	Super::BeginPlay();
	UMaterialInterface* MyMaterialInstance = LoadObject<UMaterialInterface>(nullptr, TEXT("/Script/Engine.Material'/Game/myProperty/MyMaterial/MyMaterial1.MyMaterial1'"));
	if (MyMaterialInstance) {
		UMaterialInstanceDynamic* DynamicMaterial = MyMeshCom->CreateDynamicMaterialInstance(0, MyMaterialInstance);
		DynamicMaterial->SetVectorParameterValue("BaseColor",FLinearColor::Red);
		DynamicMaterial->SetScalarParameterValue("BaseMetallic", 1);
		GEngine->AddOnScreenDebugMessage(-1, 5.0, FColor::Red, TEXT("BeginPlay!"));
	}
	GEngine->AddOnScreenDebugMessage(-1, 5.0, FColor::Red, TEXT("False!"));
}

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