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Engine Setup
The plugin uses a GBuffer to encode data. The default setup is easiest to setup, and recommended for most projects.
Default Setup - Material AO channel
The default setup uses the material Ambient Occlusion channel to send data between the meshes in the scene and the shader through the GBuffer. We need a GBuffer texture to store our data, and with the launcher version of unreal we have to reuse an existing one.
Custom Setup
The plugin needs a single channel GBuffer texture to store data. The plugin doesn't care which one, and it has been made to be easily changed.
Enable/Modify the GBuffer channel you want to use*
Hook the MeshBlend material function up to the desired output instead of the Ambient Occlusion in your materials
Update
GetMeshBlendStencil(float2 UV)
inMeshBlend\Shaders\MeshBlendTextures.usf
to use the desired GBuffer channel
CAUTION*
This is an advanced way of setting it up, and will most likely require years of experience.
While this is supported by the plugin, setting it up is left to the user.