Hey again, Rexuyo!
I think there may be a misunderstanding, but nothing we can’t figure out! So, let me throw out some general knowledge I have and see if you can figure out your issue from that, or at least we might be able to see where the communication might be getting lost.
Once something like a dynamic material instance is created, it is stored in the program files. This doesn’t have anything to do with the level BP. It can be retrieved by anything in the game.
Say you would like each instance of this object to be customizable as far as the material goes. First you’ll promote that to a variable, like so:
Next, you’ll want to click this little eyeball here in the variables section of your actor and open that eye.
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And what that will do is allow you to change this in the level editor!
I have the default to the base material, but as you can see here, you can change it per instance of the actor this way, instead of creating whole new actors, so for your road you’ll only need one road BP that you can reuse again and again forever.
Now if you want to set materials for something based on what level the player is currently in, you’ll have to call that level name and do a switch based on level name to set the material.
I hope this helped!
Now if you’re wanting to just have information stored IN the level it’s going to have to be stored in an actor. You could slightly delay an actor by putting the construction script you have on Event Begin Play and add a small delay node before the rest of the code, but it’s not recommended. It would be feasible, it’s just not ideal.
Get back to us with your progress, we’d really like to help you figure out the best way to go about your project!




