Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
22 results for Texture2D
A 2D image asset used by Materials (color, normal, roughness maps) or UMG Images.
Displays a Texture2D or Material in UMG. Set Brush.Tint to colorize.
Set Texture Parameter ValueUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventBeginPlay → GetMesh → CreateDynamicMaterialInstance(ElementIndex=0) → SetVariable(DynMat=ReturnValue). Then on Tick or timer: SetScalarParameterValue(ParameterName='Opacity', Value=SinWave). Or for color: SetVectorParameterValue(ParameterName='Color', Value=MakeLinearColor). Key: CreateDynamicMaterialInstance is called on the COMPONENT (GetMesh), not the actor. Must store the result before using Set*ParameterValue. ParameterName MUST match the name in the Material asset exactly.
2D sound — no world position, good for UI sounds and music. Use PlaySoundAtLocation for world sounds.
PlaySound2DUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSetVectorParameterValueUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUPrimitiveComponent method. Store result in variable and reuse. Create once in BeginPlay.
Create Dynamic Material InstanceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoMust call this before SetScalarParameterValue/SetVectorParameterValue. Store the result in a variable for reuse.
CreateDynamicMaterialInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUMaterialInstanceDynamic method. Used for color changes (BaseColor, EmissiveColor).
Set Vector Parameter ValueUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: BeginPlay → CreateDynamicMaterialInstance(MeshComponent, 0) → store as variable DynMat. On trigger → SetVectorParameterValue(DynMat, 'BaseColor', LinearColor). Create MID once in BeginPlay, reuse variable. Parameter name must match Material parameter exactly (case-sensitive).