Skip to end of metadata
Go to start of metadata

 

One thing that most developers request is the ability to slap on a tileable texture and then wanting to see easily adjust the positioning, rotation, or scale of a material on their object. By default one must create a Material to house these submaterials and then the workflow is similar to that of any other object you have imported from your DCC tool.

Applying Materials And Changing UVs

You need to follow these below mentioned steps to assign a material and move the UVs and scale them on the object:

  1. To start we must enable the Debugger within the Flow Graph interface by clicking the "Bug" icon in the top left menu. After doing so you will jump into game mode to activate the visual debugging in the graph.
  2. You will notice different connections now have colors associated to them that correspond to the firing of the node and the amount of times it has been fired. By default the black connectors will now change to green when fired and values will be highlighted in yellow. The number values inbetween the nodes correspond to the number of times the output has fired into the input port and by default the left value will almost always be the only one that increments in value.
  3. Lastly to clear the debugging information from the graph you will need to exit game mode and then click the "Trash" icon which is to the right of the "Bug" icon we had pressed earlier.

Step 1

 


 

Step 2

 


 

Step 3

 


 

 

  • No labels