So, since 4.11 i can no longer run my project in debugGame through visual studio because “WorldGridMaterial contains editor only data”, the problem there is, over 300 assets reference that material apparently including default content from the engine.
The problem for me is that when I try to replace the materials and I write the name of the material I want to replace, the filter doesn’t find it, It happens randomly with many materials. but they are all in the same folder, so it doesn’t make any sense
Finding this thread years later. Replying in case someone else, like me, is trying to figure this one out.
It looks like you can’t use the Delete Asset interface’s “Replace References” feature to replace a Material with a Material Instance. You can only select Materials. Likely it is the same in reverse; you can’t use it to replace a Material Instance with a Material.
I haven’t found a better method yet than manually replacing each Material with it’s correct Material Instance. It’s awful.
This can get really cumbersome, especially when replacing the Materials from Asset packs with a custom master material.
I wish we’d have a way around this.
Guys, I think I found a good workaround to this problem thanks to chatGPT
In short, use Property Matrix for bulk replacing the material with material instance.
Here are the steps in detail (I use UE 5.3.2):
Right click to your “Material” > Asset Actions > Select Actors Using This Asset (This will select all the actors/objects using this Material)
Right click to one of your selected objects > Edit Selection in Property Matrix (You may want to select “Edit Components in the Property Matrix” if you used “Import Into Level” feature)
Select all objects at the “Property Matrix Editor” window and go to “Details” tab. Then click to “Display # Materials” under Materials section (If you have more than one element, click display for all of them).
From the Content Browser, drag and drop your “Material Instance” to the Material you want to replace at the Property Matrix Editor.
Click “Save this asset” at top left of Property Matrix Editor (This might take a while depending on your object amount).
That’s it! You can now delete the Material if you want.
I hope this works out for your case as well. Good luck!
I believe this method may only work if you are trying to replace in-level material references. In my case, I desired to change the material assignment at a project level.
From the content browser you replace references from material to material instance by chosing the material and material instance in question and select Asset Actions/Replace References from the contextual menu (right click).
You will get a warning that they are not the same class, but you can still replace references. Select the material instance (the one you want to keep) and click Consolidate. Unreal automatically deletes your original material after so you better have copied any textures from material to material instance before.
So for me, I have my main file in c4d… I brought everything to unreal and added materials… But everytime I go back to c4d and add a piece of geometry it screws up all my materials and gives me loads of different materials on the object. the most time consuming part is clicking ‘Display 21 materials’ and then 1 by 1 removing them so that I can reapply the correct material.
I was hoping I could just right click on ‘display 21 materials’ and click clear all or something