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How can I allow a material to be changed from the Editor in an Actor Derived Class?

After following and adding to the Procedural Mesh Generation Tutorial on the Wiki I have a procedurally generated Quad, that has UV's and also has a Material assigned to it during Construction. I have added a UPROPERTY for a UMaterial (Now that shows up in the editor). Also in the constructor it is that very material that I load the material into, then "SetMaterial" on my mesh component with. My Class declaration looks like this:

 class AGeneratedFloorQuad : public AActor
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Materials)
     UMaterial *GroundMaterial;
     TSubobjectPtr<UGeneratedMeshComponent> mesh;
     float HALF_SIZE = 500.f;

And in the constructor:

 ... left out vert crap
 static ConstructorHelpers::FObjectFinder<UMaterial> mat(TEXT("/Game/Materials/Tri_Proj"));
     GroundMaterial = mat.Object;
     mesh->SetMaterial(0, GroundMaterial);
     RootComponent = mesh;

When I change the material in the editor it changes the material shown in the properties box, but not on the mesh component of the actor. How do I go about making it change the material on the mesh component of the actor?

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asked May 16 '14 at 01:30 PM in C++ Programming

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What you want is described here:


I've done this myself so I know it works

You can override this function to check for your when your property is changed and then update the component yourself.

the key part is GetNameCPP which = the variable name:

 //Actual property name! like "TileName"
 UE_LOG(Victory,Warning, TEXT("prop changed ~Name~ %s"), *PropertyThatChanged->GetNameCPP());


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answered May 16 '14 at 10:49 PM

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avatar image JohnnyBeans78 May 16 '14 at 11:03 PM

This is exactly what I was looking for. I knew there had to be some sort of event to hook into, or in this case override. You are the man Rama. If I still drank, and you lived close I would buy you a beer or 10. Thank You.

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