Assign material to multiple meshes in Content Browser

Recording 2024-04-25 at 12.15.54

Select all your meshes
Select the content drawer and highlight the material you want
In the outliner, under the object materials, select the arrow button for “Use Asset from Content Browser” to push it to all the objects currently selected.

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This thread is looking to bulk apply materials in the content browser, not in the outliner

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Thanks! I’ve made an updated version to work with 5.4 here https://blueprintue.com/blueprint/1-k5f4_8/

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Thanks Faulkin! I modified your Asset Action Utility to replace multiple materials. Useful when dealing with different materials across meshes or multiple material slots with different materials: Asset Action Utility - Replace materials to selected static mesh assets in the content browser posted by anonymous | blueprintUE | PasteBin For Unreal Engine

Hi everyone, if you’re still having this issue, try my plugin “AssetProcessor”.

This is a versatile plugin designed for bulk editing, filtering, and checking assets. You can edit almost any UProperty, including those only modifiable via C++, as long as you know the modification is valid.

Since the material of a mesh is also a UProperty, this plugin can handle it as well. For applying material to many meshes at once, use the rule setup shown below.

Below are the YouTube tutorial video link and FAB link, hope this helps! :smiley:

I’ll also make my contribution
I work mostly with с++, so my choise is function like this:

void AAssignMaterialsActor::AssignMaterials()
{
	for (auto& sm : staticMeshes) {
		sm->SetMaterial(0, Material);
	}
}

Call it in editor using next data like:

UFUNCTION(BlueprintCallable, CallInEditor)
void AssignMaterials();

UPROPERTY(EditAnywhere, Category = Generation)
UMaterialInterface* Material;

UPROPERTY(EditAnywhere, Category = Generation)
TArray<UStaticMesh*> staticMeshes;

Because we are in editor materials will be applied in content browser

This changes the material in the context of the scene, not in the static mesh asset definition. This should be a part of property matrix, but alas UE is missing such a basic feature.