Hey everyone!
I really want to edit the parameters of my materials through verse, but uefn does not generate the vassets.digest.verse file correctly cause there is only
and not the TestMat_material which as far as I could tell from tutorials is important to have the _material suffix for it to work.
I tried using the material like this:
and the wired thing is that I do not get any compilation errors it just does not work in game…
The material is a base material so not an Instance and this is the basic graph with one exposed, named parameter:
If anyone could help me with that every help would be greatly appreciated!!!
And if you need further info hit me up aswell.
The _material suffix is old approach due to backwards compatibility, it is not required and for a different usage. Most current projects don’t use them anymore for example…
Your setup seems completely fine and correct, can you explain what happens in game, and what you expected it to happen?
Besides this, there is some currently known bugs that you should be aware of:
- Don’t make the material instance at the class scope. This will create the material before the game is ready, and that will make it not working at all due to being unloaded when initializing and so on…
Instead, instantiate the material only inside the OnBegin function. If you need to store the material on a variable, you can use a optional instead and set it to the material when OnBegin gets called. (This is a known issue that will get fixed later)
- If the above does not work, try adding a small delay inside the OnBegin, before instantiating the material and setting its color. A simple “
Sleep(0.0)” should already be enough, but you can try with slightly bigger values too.
Thank you sooo much you are the GOAT!
In the end I think my problem was that I had a blueprint and in there I added the static mesh and then verse (now obviously) not set the material on the nested static mesh but only on the static mesh from the blueprint (StaticMeshComponent0):
Or is there a way to select the meshes from the blueprint in verse? With something like NameOfPro.Cube.SetMaterial() or something?
Yeah for blueprint props only the main mesh is accounted for the verse API 
There is no way to modify other child meshes sadly 