Toggling Materials through Kismet
Quite often you will want to adjust lights in the scene to turn them on and off according to events that happen during gameplay. Now we'll look at how to convert a lamp mesh so it has a Material with an Emissive feature and an alternative Material with no Emissive feature. This will help create the illusion of a lamp being turned on and off. This will be followed by a lesson on how to toggle a PointLight in the scene to continue to set up of that illusion. We're dealing with a lamp mesh as the source of illumination, and that requires a Material to be swapped for an on and off variant, so we'll look at the use of the Set Material action in Kismet.
Getting ready
The scene we'll work with would take a while to set up, so a starting point has been provided. From the provided content, load the map Packt_04_SetMaterial_Start.UDK. The scene includes at one end of a passage two switch elements and some lamp meshes. The lamps have a Material with a flickering Emissive...