I can confirm that this is a real problem, for example here I’m creating a material instance in verse, i have the impression that it doesn’t fade over time.
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Colors }
using { /Verse.org/Random }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
hello_world_device := class(creative_device):
@editable Spawn : int = 25
@editable Size : float = 50.0
OnBegin<override>()<suspends>:void=
for(X := 0..Int[Spawn * 1.0 / 2.0]):
for(Y := 0..Int[Spawn * 1.0 / 2.0]):
if(Prop := SpawnProp(DefaultCreativePropAsset, transform{Scale:=vector3{X:=Size,Y:=Size,Z:=Size},Translation:=vector3{X:=Size + (Size * X),Y:=Size + (Size * Y)} - vector3{X:=Size*Spawn / 4.0,Y:=Size*Spawn / 4.0} })(0)?):
Prop.SetMesh(Meshes.Box_93BD354E)
spawn{Init(Prop)}
Init(CreativeProp:creative_prop)<suspends>:void=
loop:
CreativeProp.SetMaterial(M_ColorMaster_material{BaseColor:=color{R:=GetRandomFloat(0.0,1.0),G:=GetRandomFloat(0.0,1.0),B:=GetRandomFloat(0.0,1.0)}})
Sleep(0.25)