USD scene, editing, saving

To quickly follow up on this, if it isn’t possible to do these changes (i.e. assigning Materials) inside UE directly, is it possible to add them inside NVIDIA Omniverse (which is quite a capable USD authoring tool)? I.e. is it possible to add one of NVIDIA’s Omni materials to a prim inside a USD scene and then re-load this USD scene inside UE’s USD Stage editor and have this material show up correctly in UE?
I think I’m having trouble understanding how the USD workflow inside UE works. It seems you can’t really change much in terms of USD assets inside UE, but you really need to be able to assign UE materials to these USD assets, if you want entering the world of Unreal Engine to make any sense.

I’ve tried adding UE materials to the USD actor’s sub-elements spawned in the Outliner, but they refuse to show up. I’m stumped :smile: