From the course: Unreal Engine: Materials for Architectural Visualization

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Exposing parameters for reusability

Exposing parameters for reusability - Unreal Engine Tutorial

From the course: Unreal Engine: Materials for Architectural Visualization

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Exposing parameters for reusability

- [Narrator] Exposing a parameter or number of parameters in Unreal is a fairly simple process, although we can run ourselves into a bit of a mess if we end up just creating a long list of parameters that make it hard for the end user to decipher what it is that they need to do in order to use them. As we take a look in this exercise at exposing parameters so that they are editable, then we will also want to keep an eye on how it is that we can also organize them, starting with the metallic value. To make a start, then, all we need to do is right click on the node that we want to expose, and then choose the Convert to Parameter option. This will, as we have already seen, give us a couple of options that can help organize our exposed parameters. So, we can name the option Metallic Value, and then type the word 'metallic' into the group naming field. If we wanted to add other controls to the rollout, then we could use the dropdown and select Metallic from the list. Well, let's give this…

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