I've recently ran into a problem when I try to dynamically apply textures to items by using the SetObjectTexture and SetObjectMaterial Methods to set them from script.
The problem is, that the engine seems to overwrite any changes when the item is no longer pristine with the paths set in the healthLevels list configured in the DamageSystem class for the item in the config.cpp.
For most items this is not a problem, because most items only replace rvmats and in most cases I only need to set a new texture and no rvmat, but some items require rvmats to function properly. For example some weapons and a lot of car parts are affected by it.
I cannot even overwrite the material again when I try to call the SetObjectMaterial method after the EEHealthLevelChanged callback was invoked. It would be very cool if we can at least overwrite the Materials again in the EEHealthLevelChanged callback to use our own damage and desctruct materials
Description
Description
Details
Details
- Severity
- Block
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 7
- Category
- General