UE5 - How to use Physical Material Masks

In this video, I will explain to you how you can use Physical Material Masks to mask out different parts of specific meshes and apply Physical Materials to them. Thank you to #quickmagic for sponsoring. Use my link: https://www.quickmagic.ai?code=Strati... or use my code "Stratinski" (no quotation marks) to receive an extra 20 V-Coins on signup (on top of the default 50), to have about 70 seconds of animation to get yourself started and support the channel! Timestamps: (tbd) Keep in mind some flaws of this system: If your masking texture has more than 8 colors, the editor will crash as soon as a 3D viewport with this material is loaded. If your masking texture contains pixels with less than 1 alpha, the editor will crash. If your mesh does not have the Support Physical Material Masks flag enabled, it won't work (the editor might also crash, possibly unrelated). If using a texture pool, the masking texture may fail to load properly when the texture pool is over the size budget. The Physical Material Mask has no effect on Material Instances, only on (Master) Material assets, further limiting its use. A reference to the Physical Material Mask can be obtained at runtime, but cannot be changed at runtime, meaning its use for procedural materials or their masks is limited. This is not the correct way to separate Physical Materials on a Landscape Material. That requires a Landscape Physical Material Output node and/or a Physical Material parameter in the Landscape Paint Layer. (If you would like a tutorial on this, let me know!) As always, I am open to questions, feedback and suggestions in the comments!