Goal: I am trying to use PerInstanceCustomData to drive material color variations using the standard MassSpawner and DataAsset.
The Problem: Mass resets CustomDataFloats to 0 upon spawning entities. It appears to override or ignore values set in both Blueprints and C++.
What I’ve Tried:
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Setting the value on spawn (ignored/reset to 0).
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Forcing the float values during Tick (Mass seems to treat them as unnecessary and removes them again).
Question: Do I need a specific Mass Processor to persist these values? Or is there a specific setting in the DataAsset required to keep Custom Data from being culled?