How to add material slot to UDynamicMesh?

Hi, I am trying to add an inverted hull mesh to an existing StaticMesh asset using a Scripted Asset Action and the Geo Scripting API.

I am able to create a dynamic mesh from the StaticMesh asset, flip the normals and append it to the original so I have both the original and the inverted hull saved back in the original StaticMesh asset.

However, while I see several functions to work on the geometry, as well as several “Material” functions, I can’t seem to find how to adda new material slot to the mesh so the original uses whatever materials it starts with, and the inverted hull uses a new material slot for itself. I have tried using the Remap Material IDs node and related nodes but the end result always seems to only have one material, the one from the original asset.

Is it possible to add material slots to a DynamicMesh?

I found the following tutorial but it works on a DynamicMeshComponent, and I need the code to work directly on an asset, so I do not have a component to set the materials on.

Thanks.

Hello,

I apologize for the delay. Are you calling Remap Material IDs on the mesh before it is appended? Can you share the script you made or a stripped-out vanilla project with the issue isolated?

Thanks,

Ryan

I was finally able to get this working by switching to the Geometry scripting API instead of the MeshDescriptor API.

This question can be closed.

Thanks.