Hey eXi -
No it’s okay, it is often times hard to look at someone else’s blueprints and try to follow the logic. You are correct that all the Character’s Spawning and Material information should be set in the BP_Player_Character_Pawn, but Couch Knights is a Code Based project and does have variable information set in C++.
Ah why not one material, well they each do something a little different. The M_Player_Main material uses a masking texture to give realistic look to the metallic elements as well as provide correct roughness. The M_Player_Main_Plastic_Dissolve drops the masking texture for a more “Plastic” look to the whole model but adds in a controllable Dissolve effect. The M_Player_Main_Plasticnew drops both the masking texture and the dissolve. Each have their own performance costs and reasons to be used.
The setup for a lot of the information is done through C++ including the Blond Chracter which is just the same model with a new material instance applied.
Thank You
Eric Ketchum