It seems that when user uses Mesh variation node inside macro script, it disturbs transfer of the material slot name of the input mesh.
On the generated mesh output, material slot name “None” is stated then.
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It seems that when user uses Mesh variation node inside macro script, it disturbs transfer of the material slot name of the input mesh.
On the generated mesh output, material slot name “None” is stated then.
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Thanks for raising this and apologies for the delay.
I’ve logged an issue that you can follow along with here: https://issues.unrealengine.com/issue/UE-353882
I have a relatively surgical (slightly unsafe) workaround that you could use to handle this (this was the reason for the delay), potentially catching other data inputs as well.
//Add this
if (Source.Metadata.Mesh.IsNull())
{
const FMutableSourceSurfaceMetadata NewMeshData = FMutableSourceSurfaceMetadata(TSoftObjectPtr<UStreamableRenderAsset>(Source.Mesh), Source.LODIndex, Source.SectionIndex);
Source.Metadata = NewMeshData;
}
//above this line roughly at line:2425
MeshMetadata.SurfaceMetadataId = AddUniqueSurfaceMetadata(Source.Metadata, Context);
This should pass through the slot and other metadata information properly.
Dustin
Thanks a lot Dustin. We will test it.