Trying to place Materials on a Static Mesh BluePrint asset

Hello, I’m trying to place some materials on a static mesh inside a blueprint. When I try to pick the material and place it on the static mesh component I get a message saying to “use the TextureData property instead for better performance”. But when I go to the Texture Data section on the (Self) selection it does not let me select any of the materials I have created. Those materials work fine on a regular static mesh version of the asset.


So, how do I correctly place materials onto the BluePrint object using the Texture Data property?

Thanks for any help!!

Hi, there are 2 things you can do.

You could check the box Override Material which would let you assign the material that you want the normal way, and it would not give this error.

Unless you have many dozens of hundreds of materials I don’t think you should be worried about performance just for assigning a material, but evaluate how it goes as you go along.

Or you could create an actual TextureData asset, and then within that you can specify your new material and then via assigning your new TextureData to the BP Staticmesh, your material will appear.
TextureData assets are actually Data Assets of a particular class.




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@Hourences Thanks so much for the quick and detailed response! That all makes perfect sense. I don’t have many custom materials so I might try to override but it’s good to know how to do the data-asset method in the future.

Have a great day!

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