changing a color based on z…
get the world position offset, and use that to determine the color…
Basically if you need the height, the math is.
object bounds, to world, mask Z.
If you want to use the procedural approach you can convert the same logic.
Use a blutility like for the spline import.
the script will get all actors, loop, and SELECT them in editor based on height.
if they are all of the same class, you’ll have the material as one of the “shared” options.
just apply the material.
A solid material is less expensive then the analytical one from above.