Hi.
I am getting this message every time I want to choose a custom material in a creative_prop child.

“This may affect performance. Using the TextureData property will result in better performance”
Usually I ignore it, but I would be grateful if anyone could tell if this has any negative effect in the game and how to solve it.
For example,
-If I have a master BP with one type of material but all its childs has different material. How I can do to avoid creating several masters BP?
-What happends if I change the material of this prop via code. It is more optimized?
Thank you
Heya,
TextureData is a thing you make from the Content Browser right click Asset creation menu, its under Miscellaneous and Data Asset.
Make a Data Asset then when it pops up choose Building Texture Data.
Once it makes a Data Asset, double click on it and you can point the override material slot to your material.
Now, in your prop details there is the Texture Data settings with Primary, Secondary, Tertiary etc. Drag and drop your Data Asset into the Primary Slot and the material will change.
I find this is preferable to replacing the material in the static mesh, if a prop is destructible or takes damage it can sometimes revert to the original material if using custom material on mesh, but using a texture data asset, this does not happen and the material stays applied.
Also if you want your material to have the fortnite break up effect like fortnite props, you gotta make an instance of a breaking fortnite material like the fortniteParentBase or DamageOverlay materials and add your material stuff onto it.
The secondary, tertiary slots I assume would be for additional materials if the mesh needs more than one, but it looks tricky like it needs to adjust the material to suit where the texture location is or something, its been a while since I messed around with this.