Progress Update #2
Star Properties It seems to have become tradition that whenever I set out to do something that I think will be easy, it ends up being the opposite. Making properties for the stars was no different. There were two main parts to this process. Making changes to variables apply to the material, and making those changes affect the lighting of the planets. Making the variables apply to the material was not that hard as I had done that before. It just ended up being a time consuming process to do for all the properties. All that I had to do was implement a PostEditChangeProperty for every property and set a vector or scalar parameter value for each on a UMaterialInstanceDynamic. Here's what that looks like for radius and mass: void AStar ::PostEditChangeProperty( FPropertyChangedEvent & PropertyChangedEvent) { if (PropertyChangedEvent.Property != nullptr ) { const FName PropertyName(PropertyChangedEvent.Property->GetName()); if...