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Using MeshBlend
Update Material
The material needs to be updated for a mesh to blend.
- Add the
MeshBlend_Activator [Index X]
material function to your material and hook it up to the correct output channel. (Default is Ambient Occlusion)
Custom Primitive Data
The index on the material function corresponds to the Custom Primitive Data index it is supposed to use. If your material is already using CPDs you need to duplicate the material function and modify it to use the correct index.
Blend meshes
Now that the project is setup you can make a mesh blend. There are multiple ways to achieve this.
A - Mesh Assets
- Go to the mesh in your content browser that you want to blend
- Right click and choose
Scripted Asset Actions -> MeshBlend
and choose a size - Any affected meshes in your level will automatically refresh
Asset User Data
This helper function stores the size on the mesh asset as a Asset User Data. You can also edit it there.
B - Mesh Actors
- Find the mesh in your level you want to blend
- Right click and choose
Scriptet Actor Actions -> MeshBlend
and choose a size
Actor Tag
This helper function stores the size on the mesh asset as a tag on the actor.
C - Static blend ID on material
You can set a static blend ID on a material. This is required by some meshes like landscapes and landscape grass. It can also be used to make multiple meshes appear like one mesh to the plugin, causing them to not blend between each other.
- Open the material instance
- Set
MeshBlend / Use Static Value
totrue
- Set
MeshBlend / StaticAutoBlendID
to a corresponding value.
Static blend ID
Static blend IDs for landscape, foliage & special cases (Remember to divide by 255 in parameter input)
Examples: 2/255 or 5/255 give a small blend, 67/255 gives a medium blend, etc.
Small: 2-6
Medium: 65-69
Large: 128-132
Extra Large: 191-195
Static/Dynamic activation
Landscape and Landscape Grass are not dynamically activated and need to have a static ID set
It's also adviced to use static IDs on foliage to improve performance.