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The values can be called and changed with the Get/Set Scalar Parameter Value and Get/Set Vector Parameter Value. The Blueprint Scripting PartĪfter creating the MPC and material we can set and get the values of the MPC through a blueprint. Once the node set is created, drag off its return pin to use the value of that parameter.įigure 35: Setting the Collection Parameter in a material. Through this node, select an MPC and which of its parameters will be used.įigure 34: Getting the Collection Parameter node in a material. In that material, create a node called Collection Parameter. For this optimization, we need a scalar parameter that we will call Opacity and we’ll use it to control the opacity of our material.įigure 33: Setting a Scalar Parameter named Opacity. Once in the MPC, default values for scalar and vector parameters can be created, named and set. These assets store scalar and vector parameters that can be referenced by any material in the game, and can be used to modify those materials during play to allow for dynamic effects.Ĭreate an MPC by selecting it under the Create Advanced Asset > Materials & Textures menu.įigure 32: Creating a Material Parameter Collection. Material Parameter Collectionįirst, create a Material Parameter Collection (MPC). To do this with Blueprints, UE4 needs multiple systems in place. To avoid these wasted calls, set the engine to stop rendering them. Scripting Optimizations Disabling Fully Transparent ObjectsĮven fully transparent game objects consume rendering draw calls. In this tutorial, we go over a collection of tools to use within and outside of the engine, as well some best practices for the editor, and scripting to help increase the frame rate and stability of a project.
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This is part 3 of a tutorial to help developers improve the performance of their games in Unreal Engine* 4 (UE4). The contents of this guide work for version 4.19 of the Unreal Engine.