This chapter's recipes cover some of the Material Editor's deepest, darkest secrets. Most of the solutions pave the way for further exploration; exposure to a new tool often means that other functionality is also exposed. The recipes presented here are not tailored exclusively for a game level (for simplicity's sake), but their use in game construction is explained too.
In this chapter, we'll discuss activities such as:
Animating a Material Instance Constant in Kismet
Forcing a mesh to always face the camera
A cloth-like effect using WorldPositionOffset
Creating murky liquid
Creating a scanning effect
Quick glass
Creating transitions between materials
Static Cubemap creation and real-time reflection
Wet surface reflections with dynamic actors
Making a holographic effect using Bump Offset
InteractiveFoliageActors
Getting varied hit impacts off models using a PhysicalMaterial