Setting material on a static mesh component just shows grid material...

This is peculiar, because I didn’t actually have this problem with my project until recently. Somewhere along my blueprint chain, I have a simple “Set Material” hooked up to a static mesh component of an object in the level, changing the material of element 1 from plain black to a 2D render. The only problem is whenever this event executes, it sets the material to the default-ish light gray/dark gray grid checker pattern. I even hooked up a print string after the “Set Material” action, which prints out the name of the material that’s currently on the same element - and it says that the one I want is applied. I don’t know what’s wrong, because I had this hooked up before, and it worked then.

Picture for reference:

Try setting the element index to 0 and see if its doing something weird

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Same thing. Turned the other element into the grey grid material.

Well, this was embarrassing. I just deleted the in-level actor and put another one in, and it worked out fine… Thanks Zoltan for the advice though!