Blueprint with MID's doesn't save properly.

Hi ,

I’m trying to create a MID manager for editor. The main gol is to create something that won’t bother user to create MID’s in his blueprints if he would like to change some material instance parameters.

Here’s an example.

We got some really pretty mesh with a lot of materials on it. Materials are perfectly prepared, almost every variable is a parameter so You can change almost anything You want. Now, if I would decide that I want to make some variations of this mesh in my scene (or any other map) I would need to make material instances for each variation or create blueprint with custom variables to set MID’s parameters.

First approach is time consuming and number of assets increase.
Second approach is even more time consuming and in a bad scenario You ends up with couple of blueprints with many variables to handle the parameters. And for each blueprint you will have to assign MID’s in construction script.

I could of course use the second approach but since my approach works with custom Actor’s with multiple meshes and crashes when used on blueprints I believe it’s a bug.
Blueprint shouldn’t differ from normal Actor if it comes to such basic behaviors. In addition, it works with a single component but crashes with more so this is another reason to treat this as a bug.