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Set material node does nothing on MaterialBillboardComponent

I want to use a Dynamic Material Instance, or at least change the material of a Sprite inside a MaterialBillboardComponent. The SetMaterial node from PrimitiveComponent doesn't do anything, and neither does this: alt text (this does not work to change any of the other parameters either, like Base Size)

Is there any way to change the material used in a MaterialSpriteElement from BP/C++ ?

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asked Oct 26 '14 at 04:20 PM in Blueprint Scripting

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rajkosto
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This does what I want:

 void UMaterialBillboardComponent::SetMaterial(int32 ElementIndex,class UMaterialInterface* Material)
 {
     if (Elements.IsValidIndex(ElementIndex))
         Elements[ElementIndex].Material = Material;
 
     MarkRenderStateDirty();
 }
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answered Oct 26 '14 at 06:04 PM

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rajkosto
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avatar image n4rc0 Dec 20 '14 at 11:54 PM

Do you also know how to do it in blueprint? This caused me today a huge headache... failed in changing the material of a materialbillboard in every way possible, and I can't use c++ :/

avatar image rajkosto Dec 20 '14 at 11:55 PM

If you make that change in C++, SetMaterial node in Blueprint works.

avatar image n4rc0 Dec 21 '14 at 12:01 AM

yep I would really like to do it in c++, but changing my whole setup only for this bug. If I don't find a workaround I will consider, thanks :)

avatar image rajkosto Dec 21 '14 at 12:02 AM

How is it changing anything about your setup ? It's an engine source code change, nothing to do with game code.

avatar image n4rc0 Dec 21 '14 at 12:11 AM

I use the blueprint only version, no visual studio, null experience... but seems like the last post of this thread have found a workaround: https://forums.unrealengine.com/showthread.php?1464-I-can-t-get-Dynamic-Material-Color-changes-to-work

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