How to create a material using a texture in c++?

Hi everyone!
I have loaded a Texture2D from image file successfully, and then how to create a material using this texture? I try to create a UMaterialInstanceDynamic and use SetTextureParameterValue() to change texture, but it did not work, it still shows the texture of the parent material.

In my RuntimeMeshTest.h:

	UPROPERTY(VisibleAnywhere)
		UMaterialInterface* MiniMapmatInst;
	UPROPERTY(VisibleAnywhere)
		UMaterialInstanceDynamic* sectionMaterial;

In my RuntimeMeshTest.cpp:

void ARuntimeMeshTest::setmaterial()
{
	//Load image file to UTexture2D
	bool isValid;
	int32 texWidth, texHeight;
	FString path = "C:/Users/a/Documents/RuntimeMeshLoader/image/u_f001_t005_Industry_001.jpg";
	UTexture2D* textureParam = importmesh.LoadTexture2DFromFile(path, isValid, texWidth, texHeight);

	//Set material
	MiniMapmatInst = LoadObject<UMaterialInterface>(NULL, TEXT("Material'/Game/test/NewMaterial.NewMaterial'"));
	sectionMaterial = UMaterialInstanceDynamic::Create(MiniMapmatInst, nullptr);
	sectionMaterial->SetTextureParameterValue(FName("MiniMapTex"), textureParam);
	
}

u_f001_t005_Industry_001.jpg:
u_f001_t005_Industry_001

"Material’/Game/test/NewMaterial.NewMaterial’:

In ue4:


It still shows the texture of the parent material.

ALL my code:

//RuntimeMeshTest.h
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "RuntimeMeshComponent.h"
#include "Providers/RuntimeMeshProviderStatic.h"
#include "ImportMesh.h"
#include "RuntimeMeshTest.generated.h"

UCLASS()
class IMPORT_3DMODEL_API ARuntimeMeshTest : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ARuntimeMeshTest();

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
		URuntimeMeshComponent* RuntimeMeshComponent;

	UPROPERTY(VisibleAnywhere)
		UMaterialInterface* MiniMapmatInst;
	UPROPERTY(VisibleAnywhere)
		UMaterialInstanceDynamic* sectionMaterial;
	UPROPERTY(VisibleAnywhere)
		URuntimeMeshProviderStatic* StaticProvider;
	ImportMesh importmesh;
	TArray<FVector> Positions;	
	TArray<FLinearColor> Colors;
	TArray<int32> Triangles;
	TArray<FVector> Normals;
	TArray<FVector2D> TexCoords;
	TArray<FRuntimeMeshTangent> Tangents;
	UTexture2D* textureParam2;
	void setmaterial();
protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};

//RuntimeMeshTest.cpp
// Fill out your copyright notice in the Description page of Project Settings.


#include "RuntimeMeshTest.h"

// Sets default values
ARuntimeMeshTest::ARuntimeMeshTest()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	RuntimeMeshComponent = CreateDefaultSubobject<URuntimeMeshComponent>(TEXT("RuntimeMeshComponent"));
	RootComponent = RuntimeMeshComponent;
}

void ARuntimeMeshTest::setmaterial()
{
	
	bool isValid;
	int32 texWidth, texHeight;
	FString path = "C:/Users/a/Documents/RuntimeMeshLoader/image/u_f001_t005_Industry_001.jpg";
	UTexture2D* textureParam = importmesh.LoadTexture2DFromFile(path, isValid, texWidth, texHeight);

	
	MiniMapmatInst = LoadObject<UMaterialInterface>(NULL, TEXT("Material'/Game/test/NewMaterial.NewMaterial'"));
	sectionMaterial = UMaterialInstanceDynamic::Create(MiniMapmatInst, nullptr);
	sectionMaterial->SetTextureParameterValue(FName("MiniMapTex"), textureParam);
	//sectionMaterial->SetScalarParameterValue(FName("MiniMapTex12"), 1);
}

// Called when the game starts or when spawned
void ARuntimeMeshTest::BeginPlay()
{
	Super::BeginPlay();
	setmaterial();

	StaticProvider = NewObject<URuntimeMeshProviderStatic>(this, TEXT("StaticProvider"));
	RuntimeMeshComponent->Initialize(StaticProvider);

	StaticProvider->SetupMaterialSlot(0, TEXT("Material"), sectionMaterial);
	// This creates 3 positions for a triangle
	Positions={ FVector(0, -50, 0), FVector(0, 0, 100), FVector(0, 50, 0) };

	// This creates 3 vertex colors
	//Colors = { FLinearColor(255.f, 255.f, 255.f,0.f),FLinearColor(255.f, 255.f, 255.f,0.f),FLinearColor(255.f, 255.f, 255.f,0.f) };
	
	// This indexes our simple triangle
	Triangles = { 0, 1, 2 };
	TexCoords = { FVector2D(0, 0) ,FVector2D(1, 0) ,FVector2D(0, 1) };
	StaticProvider->CreateSectionFromComponents(0, 0, 0, Positions, Triangles, Normals, TexCoords, Colors, Tangents, ERuntimeMeshUpdateFrequency::Infrequent, true);

}

// Called every frame
void ARuntimeMeshTest::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	
}

In your material ‘NewMaterial’ you need to change the Param2D name to “MiniMapTex”

@SolidGasStudios, thank you very much , it works!!!