How do i override the Material of a Static Mesh in a Blueprint?

I want to create a number of different placeable objects, that are all re-skins of the “Shape_Cube” static mesh.
I thought I could create an Actor blueprint, and add a Static Mesh component, and then override the material of that mesh through some property, but I can’t find a way to do that.
So, do I need to use some other component? Or some other Blueprint kind? Or do I need to create duplicates of the existing static mesh, and update the material in each of those?

Hello

Have a look here, A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums, there’s a complete step-by-step example on how to override Materials, and Meshes (and this tutorial is very useful for many other things like Interfaces, etc… , very very good reference ^_^)

Cheers

Make an actor with the mesh you want as a component.
RMB on the saved actor and choose New Child from this blueprint. This makes a parent of this first one.
In the Construction Script of the new child, after Begin Play > Super Parenty bit (the brown node), add a Set Material node and assign whatever material asset you have in mind there. You can press Show Inherited variables to get the parent’s mesh component visible in the child, and then use that component as the target of the Set Material.

I see – so, there’s no pre-made material slot to override with. It seems like this is not an infrequent thing to do, so I’m surprised there isn’t already a component that provides it out of the box :slight_smile: