Hello there!
I’m running into a little issue trying to property override on actors spawned with PCG. Here I’m just trying to link light intensity with an attribute but it keeps throwing up an error. I tried with a custom blueprint and variable which worked fine so not sure what’s going on.
Any kind soul want to help?
I am experiencing similar issue with the Spawn Actor node. I am testing with Decal Actor. And I am trying to override the DecalMaterial property.
And I get the same error: “LogPCG: Warning: ActorOverride from input unreal_material or output DecalMaterial is invalid or unsupported. Will be skipped.”
However documentation does mention to use the internal name as PropertyTarget…
Thanks for replicating the issue! My actual use is with DecalActor too so maybe this is some kind of bug. I’ll lodge it in Bug report in that case.
Found the solution!
We need to use Decal.DecalMaterial as Property Target.
For static mesh it would be StaticMeshComponent.StaticMesh.
Hello, I did the same as you, but it still doesnt work for me. The DecalMat attribute shows correct material while inspecting Spawn Actor node. So maybe the issue is that it cant find Decal.SpawnDecal property. Do you have any ideas what can be wrong?
Thansk a lot ! Was trying with DecalComponent.DecalMaterial and other variations… Wished it was a bit more self-explanatory