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Custom primitive data is an alternative way of driving material parameters. It allows you to map any of 36 numbered float parameters on a PrimitiveComponent to one or more material parameters across multiple meshes and materials. You can apportion between 1-4 slots in a row to handle anything from scalar to color parameters. Previously these could only be set via code or blueprint, but now these can be animated in Sequencer. A custom primitive data track can be added to a Primitive Component binding track in Sequencer. From there, you can choose to add a float, Vector2D, Vector, or Color parameter, choosing the custom primitive data start index the parameter starts from. The UI will also scan the primitive component for material parameters currently mapped to any index to give you helpful suggestions for which parameters you may want to add. These parameters can then be animated and blended just like any parameter of that type. As this was a new track, we had to build a new track editor, track, and section. The section inherits from MovieSceneParameterSection, as this was already capable of animating parameters of these types. We use the unique start index of the parameter as the name for these parameter sections. To create the dynamic tooltips that show which material parameters the custom primitive data entries are mapped to, a change was made to the tooltiptext channel metadata to take a lambda instead of just an FText. This allows the tooltips to be generated live, so any changes to materials will be taken into account in the tooltip. A new screenshot autotest using the feature was also created. #jira UE-158852 [REVIEW] [at]ue-sequencer [CL 27300987 by david bromberg in ue5-main branch]
37 KiB
37 KiB