How do I set an actor's static mesh in the editor, but change the material in code?

Thanks, I didn’t realize RootComponent can only be set in the constructor!

I do have a couple of basic followups - if I set a StaticMeshComponent as just another component, but not the root, will it:

  • be placed at this parent actor’s origin?
  • translate and rotate along with the parent actor?
  • handle collisions properly, since the collision is already on this mesh?

I read in one of the C++ tutorials that RootComponents are for collision, but I’m guessing I can set the RootComponent to have no collision and the StaticMeshComponent to have the collision? I would check myself but I’m still working on recovering the crashed project :frowning:

Thank you!