That solution only works when after the begin play and not under in editor.
What I want to achieve in C++ is:
My C++ Code:
//this must be in the constructor
auto Material = ConstructorHelpers::FObjectFinder<UMaterial>(TEXT("parrent material path"));
void initSkeletalMesh()
{
if (Material.Object == nullptr) return;
//create skin material
SkinRef = GetMesh()->CreateDynamicMaterialInstance(0, Material.Object, NAME_None);
GetMesh()->SetMaterialByName("Skin", SkinRef);
//set master pose
SKMShoes->SetMasterPoseComponent(GetMesh());
//attach hair
SKMHair->AttachTo(GetMesh(),TEXT("Head"), EAttachLocation::KeepWorldPosition, true);
}
