The problem is:
When I add the Component Material Track via Blueprint, the material binding is incorrect. The track appears in the Sequencer, but it’s not bound to the correct material slot, so I can’t access any of the variables defined in the material.
My question is: Is there any way to perform this material re-binding automatically using only Blueprints in an Editor Utility Widget? What I am doing wrong?
Or is this something that requires scripting?
Hello, thanks for your answer — that’s exactly what I was looking for!
However, I’m working in version 5.4, and the node “Set Material Info” has a structure pin that I don’t know how to handle.
I tried creating a custom structure myself, but it doesn’t connect to the input. I also can’t split the pin, and the only result I get when searching for “Make” is the node in the picture: “Make ComponentMaterialInfo” — but I can’t do anything with it either.
In version 5.4, the node ‘Set Material Info’ exists. Strangely, though, you don’t have the option to split the struct pin because “it may be missing Blueprint exposed properties!” and I don’t know how to solve it.