Hello!
I have created a Blueprint that has multiple meshes with different types of materials applied to them. I have applied a Fade Affect to it, but I can’t seem get it to work for multiple meshes. Started messing with Make Array node, but it just applies the affect to the next index I insert and not all the meshes. I have tried connecting the Array Index to the Element Index node but still have the same issue. I would appreciate it if someone would help me solve my issue. Maybe I am not using the right approach.
You have to remake the set material node by dragging from the loop. You can’t reuse old nodes ![]()
I think you’ve set it as a ‘static mesh component ref’, rather than ‘static mesh actor ref’
Ok, so figure out instead of selecting Static Mesh I was using Static Mesh Component. Still trying to get the Blueprint to work. If I Still can’t get it to work I will hit up later.
I have converted a group of Static Mesh to a Blueprint, so yes the meshes are in the BP.
This is my fade in/Fade out setup control:
For Variables I have:

Setup for Dynamic Material Instance:
Still having the same Issues here with Mesh Variable set to ‘Static Mesh’:
What I am trying to achieve is to Fade in / Fade out with a key all the meshes within the blueprint. Keep in mind that I have different materials applies on those meshes.
I think it’s like I said in the beginning, you need to remove this node

drag from here, and type ‘set material’

It’s the same problem.
You have to make the nodes new every time.
Drag off the array and make a new loop ![]()
It’s just an array of static mesh components. You can put them in a loop and set the material. That’s it ![]()
I am probably over thinking this. First year messing with Unreal. Eventually, it will click.
I’ll mess with it at home later tonight. If not, you’ll be hearing from me tomorrow.
Thanks for your time and help ClockworkOcean.
















