In UEFN you can create custom BuildingTextureData Data Assets that let you assign your own textures to the meshes provided with the editor. In those data assets there is a section for “Color Tinting”, which seems to allow you to assign a tint to that texture data. I’ve tried both the ‘custom’ setting which seems to allow you to select a single color to tint with and the ‘Tint Color Table’ setting which allows you to set something as the lookup (not sure exactly what type of asset this takes). Neither have any effect as far as I can see, my texture data is not altered in any way.
Has anyone figured out how to do tinting or can point me in the right direction?