I’m doign in C++ but in Blueprint (4.9) it will be the same.
To reset to the original material, you just have to read the default value of your object on the object and SetMaterial with it in parameter.
To read default object, you need to wait for 4.9 as defaultvalue has just been promoted to Blueprint in 4.9
Sorry if I reopen this old thread: I need a help for Flip Flop a bounch of static meshes with world outline materials ovverride.
What I obtain is that the materials are taken from original Asset from content browser and not from World actor state, they are reset at initial state and it doesn’t work.
I lose all materials.
Yes, we solved one year ago, hopefully.
Save all materials and associated meshes to a struct at the beginning of runtime, then you will have the opportunity to reapply the correct indexed materials.
That’s the result: