i have no clue whatsoever on how to make it so i can have all 54 Britannia numbers i looked at a csv and filled it in but cannot figure out what to do next
I have a way that works by drawing the numbers or text on a material's texture directly, it's probably not exactly how DTG does it (I believe they overlay the numbers from another texture,) but if you want to give it a try, and you don't mind waiting a few hours, I can share my blueprint here. You basically just need to cgoose or import your font, and know what slot your target material is in, and the rest is playing around with uv coordinates and scaling. My apologies, but I can't go into a more in-depth explanation right at the moment.
Here it is! I tried to tidy it up a bit. Feel free to use all or any of it, as you like. I unfortunately don't really have the time to go over all of it right now. I mostly just followed an online tutorial, but it would take me a while to track down which one at this point. I don't really remember how to set up the custom event, for instance. I'll include a screenshot of it working, to prove it actually "does what it says on the tin."
No problem! For anyone else wondering, those were variables I set up on my own to hold an int and texture, respectively.
does anything need to go in the white default value box? the texture changes but numbers are not showing
I won't be home for about 5 or 6 hours. You need to specify your .csv somewhere in the Numbering Source, as I recall, but that's the best I can do until then. I'll just have a look at your second question now.
So unless you've worked it out already, to get your numbering source, You need to make a new Data Asset (under Miscellaneous.) You'll be prompted for what type of data asset, and you'll want to select NumberingSource. Once you open it up, there should be a button right at the top for importing your .csv . I think one point of confusion is that the Numbering Source is actually part of a Numbering Component that you add to your RVV Blueprint, as well, at least that is how mine is set up: Looking at your last image, at least we know the new material is going into the right slot on your mesh. If you still don't see numbers after you get your numbering component and numbering source set up, It could be that the x,y coordinates you're using for the text, or potentially the scale causing them not to show up. You'll want to make sure you're using a font you're happy with, as well. In my experience, there's always a lot of trial and error with any kind of programming, even Blueprints. Not sure I can help much more than that, sorry.
I'm sorry I can't help with your query but I felt I must congratulate you on your Britannia model which is very impressive. Apart from the Talyllyn Railway I wasn't aware that anyone else was working on setting up their own UK steam locomotive and to tackle a subject as large as the Britannia is deserves respect. Well done and Good Luck with the project.
You know, I'll have to check when I get home. Sorry, but work keeps me pretty busy. I'll see if I can get you anything more helpful when I'm on lunch, though.
I'll be away from the editor for the next 5 or 6 hours again, but as I recall, there's a way of setting up the texture as a variable in the material itself, which makes it possible to get or set it from another blueprint. I'll try to help later, but it's a common enough setup that a quick online search should turn up an answer as well.
Sorry for the delay. So yes, it does need to be set up as a parameter in your material, which is done by connecting a Param2D node to your base color in your material, instead of a texture sample. Then you can set it in your RVV blueprint using that node you were asking about earlier. Just make sure to name the parameter the same in that RVV blueprint node and in the material, and you should be good!
a few things to iron out with some of the nameplate spacings in the .csv then off to spirit of steam to collect them all!