I don’t want to sound rude ): but are you sure this game is C++ based? I thought is was BP based (like the description says). None of the BP derive from C++ custom classes. And i found the spawning and material assigning part inside the GameMode BP.
http://puu.sh/deBI6/3a100aa6a8.png
And i found the part where the blond character comes from. The 3 Textures (BaseColor, FaceHappy and FaceHurt) are Param Textures. So they can be changed inside the Material instance of that base Material. So both version use the “M_Player_Main_Plasticnew” material, but their instances are different. The brown one is unchanged, but the blond one has this:
http://puu.sh/deBJD/637cda223b.jpg
I guess this answers most of my questions.
Yes, it is really hard to find all the logic behind a blueprint if it is splitted like this and if you have never worked with materials before. But i think that looking into these little projects will help me more than just learning it through reading the docs.
Thanks for your information Eric, you really helped me a lot (: