Animating Materials in Unreal Engine with Vizibeat, Two Methods
Andrea Carver · 541 words · 3 min read · EN

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You can animate materials in two different ways. First, there's normal materials, which are good for when you have a small number of objects animating differently. Then there's also material parameter collections, which are great for large groups of objects animating in the same way. Let's look at how to set each of those up. Let's look at normal materials. First, I'm going to create a new material.
I'm going to create two parameters, one vector parameter or color and one scalar parameter. Vizibeat can control any scalar parameter or vector parameter. Now I'm going to build an example material. This will be a grid where we can change the color and shift it around. I can change the color to give the material a different hue and I can adjust the UV shift to
move the grid around. Make sure that the things you want to animate are indeed parameters and not constants. Now I'm going to add a cube. Now let's add a material animator. The cube is automatically added since I had it selected. Let's select our cube. Let's apply our material. Let's add a property and let's click our UV shift and our color properties. I'm going to create
a waveform node by pressing W and clicking. I'm going to drag this into UV shift. I'm also going to drag this into color. Let's change this to some fun different colors. I'm going to click add so that the UV is adding. Increase the maximum. And that's how you animate material parameters. But what if you have multiple cubes and you want all of their materials to be animated? You could
duplicate the cube and then add them to the animator. But let's say you have a thousand cubes and you want their animation to all be the same. The more efficient thing to do is use something called a material parameter collection. So let's delete this animation. Let's duplicate this cube hundreds of times. All
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