Context
Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needing multiple materials.
Problem
Custom Primitive Data color widget is not applying correctly to static mesh components in Blueprint editor.
The current workarounds are to close and open the blueprint editor, or select a color for a variable and apply it to the component in the construction script so that it changes appropriately in the viewport.
1.) Download and open repro project uploaded in ticket
2.) Ensure level "L_TestMap" is opened (should be opened by default when opening project), if not go to Content Drawer > Content > L_TestMap
3.) Open "BP_SphereSM"; Content Drawer > Content > BP_SphereSM
4.) Click on the viewport window to view blue sphere
5.) In the components tab, click on Sphere
6.) In the details tab, search for "Custom Primitive" and expand all items in there by clicking on the arrow
7.) Click on the blue color next to "Color" to open up the Color picker widget
8.) Choose any different color like green then compile and save the blueprint
Observe: The Sphere remains blue
Expected: The Sphere changes to different color (in this example, green)
9.) Close blueprint editor and reopen BP_SphereSM and go to viewport
Observe: The Sphere is now green
10.) Close blueprint editor and look at sphere in main viewport
Observe: Sphere is still blue
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-306679 in the post.
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Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.6 |
Created | Jul 23, 2025 |
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Updated | Jul 24, 2025 |