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Mesh of Actor and SpawnActor

In my Actor constructor, I set the Material like this:

     static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMesh(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Cube'"));
     static ConstructorHelpers::FObjectFinder<UMaterial> Material(TEXT("MaterialInstanceConstant'/Game/StarterContent/Materials/M_Ground_Moss'"));
 
     this->MyBlock = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SolidBlock"));
     this->MyBlock->SetStaticMesh(StaticMesh.Object);
     this->MyBlock->SetMaterial(0, Material.Object);

And when I spawn the Actor, I do the following:

 AActor* CubeActor = world->SpawnActor<AWorldCube>(AWorldCube::StaticClass(), location, rotation);

However, this doesn't seem to leave me options when wanting to change the Material, or initialize the class with a different Material than what is hardcoded (Maybe I want to block to turn to gold after the player has walked near it..who knows..)

Should I create several different cube classes for each material?

Or is there a way to modify the Material of a given Actor after spawn?

Or perhaps spawning with ::StaticClass() is the issue?

I am too new to Unreal to overcome this issue it seems. Help appreciated.

Product Version: UE 4.10
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asked Mar 12 '16 at 10:05 PM in C++ Programming

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Tyrick
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