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UStaticMeshComponent materials not editable in blueprint when instantiated from C++

I have an AActor subclass with a static mesh component added in C++, and I can't set the material property in a blueprint derived subclass.

Here's what the details panel looks like for a mesh component added directly from blueprint:

alt text

And here's what I see for my component added in C++:

alt text

As you can see, the "Materials" tab is completely missing.

Here's how I declare and instantiate the mesh component:

.h:

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Explosion")
 UStaticMeshComponent* meshComponent;

.cpp:

 MyActorSubclass::MyActorSubclass(){
     //...
     meshComponent = CreateDefaultSubobject<UStaticMeshComponent>("meshComponent");
     meshComponent->AttachTo(contactSphere);
 }

Why are the materials not accessible for the component created in C++?

Product Version: UE 4.11
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asked May 17 '16 at 07:41 PM in C++ Programming

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spencerkohan
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You can open the Rendering tab and override the materials there.

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answered May 17 '16 at 07:54 PM

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ryanjon2040
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