How to fix Material Binding on Material Tracks via Editor Utility Widget (Blueprint only)

Hi everyone,

I’ve been trying for days to solve this issue, but I just can’t figure it out.

I’m building an Editor Utility Widget using only Blueprints. The goal is to automatically:

  • Add selected Static Mesh Actors (or their components) to a Level Sequence,
  • Create Component Material Tracks for them,
  • And later add keyframes to control a material variable (like a color tint) during the sequence.

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.

However, I can fix this manually by:

  • Right-clicking the track in the Sequencer,
  • Choosing “Auto Fix Material Binding” or “Re-Bind Material Track…”, and
  • Selecting the correct material slot.

After doing that, I can normally reach the variables, and I can keyframe it.

My question is:
:backhand_index_pointing_right: 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?

Thanks in advance for any advice or insights!

Best regards,
Daniel López

Hello, looks like you need to call SetMaterialInfo like this:

1 Like

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. :disappointed_face:

Which version did you find that node in?

I did my testing in 5.6. But you should be able to just do Split Struct Pin to get the individual properties in the struct:

Thank you! I tried it on different versions.

In version 5.3, the node doesn’t exist, there is a “Set Material Index” node instead.

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.

The version 5.5 has the ‘Split Pin’ option for this node just like that, as you already showed.

:grin: Thank you very much!

1 Like