Mutable - How would one create a system that reuses material instance instead of always generating new ones upon baking instances?

How can we make it so the character uses the materials that are plugged in instead of always generating a new texture and material instance? We do not want to generate new textures or new material instance every time. We want to give the COI a bank of material instance to use, and use those material instances without generating new ones. How does one make that happen?

Currently, i am using a datatable with a bunch of materials soft references in it following the tutorial you made.

However, baking an instance always generates a new material. This is not really scalable for our project. We just need the new generated SKs to use the same Material Instance we chose for it during the editing in the Instance

Thanks in advance.

Steps to Reproduce

Hey there,

There are a few reasons this could happen, but often it’s because the mesh section either has a parameter pin exposed with something plugged into it, or the Default Texture Parameter Mode property is set to Mutable. Once that happens, the system will create a new instance. If you’re following the tutorial above, I’ve simulated the first things to check in the images below with those properties changed.

Any exposed,connected pin will generate a new instance.

The simple version, guaranteeing everything is passthrough.

Another possible cause is having Export All Used Resources checked during the bake process. This will generate a new material based on the structure of the referenced texture. Make sure that it is unchecked.

If you have the above, you would need to share screenshots or a sample of your graph so we can figure out what about the setup might be causing the issue.

Dustin