Description

Editing Custom Primitive Data values ​​in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport.

Steps to Reproduce
  1. Open a project
  2. Create a new Actor Blueprint and add a Skeletal Mesh component to it
  3. Duplicate /Engine/EditorMeshes/SkeletalMesh/DefaultSkeletalMesh into the project and set it the BP's Component
  4. Create a new material, set the Custom primitive Data to Base Color, and assign it to the duplicated SK mesh
  5. Place the created Blueprint into the level
  6. Editing the Custom Primitive Data Defaults values of the placed BP Instance.

Actual Results:

Editing the Custom Primitive Data does not affect the mesh's Material.

Expected Results:

Editing the Custom Primitive Data affects the mesh's Material

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Unresolved
ComponentUE - Rendering Architecture
Affects Versions5.7
Target Fix5.8
CreatedJan 22, 2026
UpdatedFeb 9, 2026
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