Material Instances Finally Made Sense in Unreal Engine
I thought material instances were just duplicates. Then I tried changing values without recompiling anything. That’s when it finally clicked.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.
On Day 22 of my game development journey, I learned about materials, material instances, and emissive materials in Unreal Engine.
What I tried / learned today
I started by creating a normal material, and then made a material instance from it.
I learned that a material instance is like a child of the main material.
It lets me change values without recompiling the shader.
In the parent material, I added:
- Scalar Parameters for strength or intensity values
- Vector Parameters for colors
I also connected an Emissive Color input to make the material glow.
When I applied it to a cube, I could immediately see the glow in the viewport.
One important thing I learned is that emissive does not need a light source.
It emits its own color and stays visible even in darkness.
I also learned that for landscapes, a single material can control multiple layers, and material instances help reuse and manage it more efficiently.
What confused me
At first, I was confused why I couldn’t edit nodes directly inside a material instance.
I didn’t understand:
- Why parameters are needed instead of normal values
- The difference between Base Color and Emissive Color
- Why emissive doesn’t light the whole scene like a real light
Landscape materials also looked much more complex compared to normal materials.
What worked or finally clicked
I finally understood that:
- Material instances are only for tweaking values, not building logic
- Parameters are the bridge between the material and its instance
- Emissive is a visual glow, not real scene lighting
Once that clicked, everything felt more logical.
One lesson for beginners
- Always build logic in the parent material
- Use parameters if you plan to create material instances
- Emissive is for glow, not lighting
- Good parameter names save a lot of confusion
Slow progress — but I’m building a strong foundation.
If you’re also learning game development,
what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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