I recently updated the Unreal-NvBlast Engine to build 4.19.1, the latest version. When I peek under the hood, unless I’m mistaken, it looks like Blast Mesh assets have preset material slots available from the fracture settings for which to apply materials to chunks created by destruction of the mesh.
Can anyone think of a workaround to apply a dynamic material instance to a Blast chunk without it being applied to the rest of the whole mesh? Alternately, maybe there is a way to fake this effect?