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How to change a static mesh's material in C++?

I have an Actor class with a SphereComponent and a StaticMeshComponent, and I wanted to change the Static Mesh's material when something overlaps with the SphereComponent. I don't have much experience with materials so I'm kinda stuck on this.

Product Version: UE 4.12
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asked Jul 15 '16 at 01:05 AM in C++ Programming

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polomos
14 7 7 10

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1 answer: sort voted first

Simply SetMaterial:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Components/UMeshComponent/SetMaterial/index.html

Easiest way to get material is to make UMaterial* varables for each with UPROPERTY(EditAnywhere,Category=Something) and set them in editor, you can also GetMaterial to get current material of mesh

Alternativly you can make one material with parameters that changes it's apperence

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Making_Parameters/

Here is example i find to change material parameters in C++: https://answers.unrealengine.com/questions/4323/questionedit-material-parameters-c.html

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answered Jul 15 '16 at 02:14 AM

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Shadowriver
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avatar image polomos Jul 15 '16 at 04:52 PM

I tried the SetMaterial approach and it didn't work, I think it might be my Constructor here. PointNotCaptured being the UMaterial variable I made.

 // Sets default values
 AControlPoint::AControlPoint()
 {
      // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
     SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Root Component"));
     RootComponent = SphereComponent;
     SphereComponent->InitSphereRadius(400.f);
 
     StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Point"));
     StaticMesh->SetupAttachment(RootComponent);
     StaticMesh->SetMaterial(0, PointNotCaptured);
 }
 
avatar image polomos Jul 16 '16 at 06:55 PM

Wait nevermind, SetMaterial did work when I used it in a function. Though I am still confused why it didn't work in the constructor.

avatar image Blindopoly Apr 20 '19 at 01:17 AM

I was having the same problem, when I called SetMaterial in the constructor nothing would happen. I figured out setting the material directly on the static mesh and not the static mesh component worked...

 static ConstructorHelpers::FObjectFinder<UStaticMesh> plane_mesh(TEXT("StaticMesh'/Engine/BasicShapes/Plane.Plane'"));
 BorderMesh->SetStaticMesh(plane_mesh.Object);
 static ConstructorHelpers::FObjectFinder<UMaterial> plane_material(TEXT("Material'/Game/ClassicMansion/Materials/M_FlippedBorder.M_FlippedBorder'"));
 BorderMesh->GetStaticMesh()->SetMaterial(0, plane_material.Object);
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