Developer Notes

The material is not marked as "Used with Skeletal Mesh"


When using a Blueprint to Spawn an Actor Class then using a Set Material Node, the engine will register a material change but will only show the World Default Material.

Also Reproduced in Main Promotable-CL-2527312

[Image Removed]

Steps to Reproduce
  1. Open QAGame Editor
  2. Create an Actor Blueprint component containing SkeletalMesh'/Game/QA_Assets/AI/Character/HeroTPP.HeroTPP'
  3. Compile and Save Previous BP as 'BP_SkeleyMesh'
  4. Create another Actor BP, using the attached SpawnMat_BP.jpg as reference. (You will be spawning BP_SkeleyMesh as the Class and assigning Material'/Game/Maps/TestMaps/Rendering/MaterialInstancePropertyOverrides/BaseMat.BaseMat' as the Material.)
  5. Compile and Save New Blueprint
  6. Place New Blueprint in Level
  7. PIE

RESULTS: Skeletal Mesh Spawns with BaseMat assigned but rendering World Default Material.

EXPECTED: Skeletal Mesh Spawns with BaseMat Assigned and Rendering.

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By Design
ComponentUE - Gameplay
Affects Versions4.
CreatedApr 29, 2015
ResolvedJul 13, 2015
UpdatedJul 14, 2021