Added UE5 Material Custom Node
I have added code that allows users to plug the FNL library into an Unreal Engine Material directly. Technically it's a variant of HLSL code, but reformatted into UE5's specific syntax.
I'm not familiar with UE5, the screenshot of all the code in the node looks a bit crazy, is there not a better way to do this?
Depends on your definition of "better". I'm new to CPP in general, and especially with HLSL.
That being said, after a week or so of looking for workarounds, the only alternative I've found to this solution is to modify UE5 in CPP by side-loading a custom shader.
So, the "better" (advanced but cleaner) solution would be modifying the engine with CPP.
But the "better" (user-accessible) solution would be to drop my code into the node within UE5's UI. Looks ridiculous, but fully functional/performant and "set and forget".
On Wed, Jan 15, 2025, 1:38 PM Jordan Peck @.***> wrote:
I'm not familiar with UE5, the screenshot of all the code in the node looks a bit crazy, is there not a better way to do this?
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