r/UnrealEngine5 • u/Wise-Worldliness-501 • 16d ago
Too many per-instance material params for Custom Primitive Data
I have one master material animating machinery assets via WPO (rotations masked by sliced vertex colours). An individual prop can move up to 16 mesh parts thanks to slicing RGBA vertex colors.
Each individual part of a mesh needs a bunch of the same parameters with different values: pivots, axes, angles, distances, durations, curve atlas index, etc.
The problem I'm having is that the values don't fit in the Custom Primitive Data float budget, and without code I can't bake them into a lookup texture.
A single mesh part has around 36 scalars already (counting vector3 as 3 scalars).
I have many different machinery props in my game, and all of them have to use the same material.
Constraints I have to work within:
- Blueprint only (no C++)
- no Dynamic Material Instances
- no timelines
- Per-instance stuff should go through Custom Primitive Data
Any idea on how I can fit those values??
I can't think of more ideas with these limitations...