3D mesh in UMG


I have a UMG interface for the character creation in my game.
In this interface, there is a ListView for the haircut selection. The content of this ListView is initialized in C++ (loop for each assets in a specific folder) and create a button for each haircut.

What I want is to render each haircut asset (Mesh or SkeletalMesh) in the attributed button, and change the material color of each haircut when the player change the hair color of his character.

It is possible to do a thing like this ?
I found some workarounds like to create BP 3D scene, then attribute CanvasRenderTarget to the camera, then generate a material and use it in an image, but this “solution” can’t be used dynamically in C++.

Thanks for the help ! :slight_smile: