Setting Dynamic Material Instance for Skeletal/Static meshes using C++?

Don’t see anything wrong with that specifically and its not giving you any errors… my old project is also having same issue… :rofl:

Found a quick solution though. You could implement this and run the function there: AActor::OnConstruction | Unreal Engine Documentation

Tested and it works.

From Actor.h:

/**
	 * Called when an instance of this class is placed (in editor) or spawned.
	 * @param	Transform			The transform the actor was constructed at.
	 */
	virtual void OnConstruction(const FTransform& Transform) {}

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