Mesh Components are Gray instead of having a material

I thought this might be a scene-graph bug, so I took a shot at trying to reproduce this.

  1. Add an entity with the ‘Add actors’ dropdown
  2. Add a Mesh Component and assign a static mesh with 2 material slots. Simple mesh with 2 material channels attached.
    SM_TwoMatChannels.FBX (18.5 KB)
    (Side note: I needed to restart my editor before seeing my newly-created 2 material mesh in list of meshes)
  3. Open your static mesh and change a material slots name - Note that the material slot name does not change in the scene-graph component. Even if you create another new entity and assign the mesh, the old material slot names remain. - BUT after restarting the editor again the material slot name in the component is updated.

I launched a game session and all materials displayed as expected

I changed the material slot name again and did not restart the editor, the materials still displayed as expected. I also noticed that the material slot names updated right after pushing changes.

Are you setting your materials at the mesh level? (Not just at the scene graph component level)

Are you able to reproduce this with basic materials? (If not then we’d need to determine if there is a problem with your textures or with the FN assets)

It’s best practice to use power-of-two texture sizes, so anything arising from using those 1000 x 1000 pixel textures might be considered a non-issue.