Static Mesh Component derived from c++ actor cannot have it's material change in BP editor

Hi there, I’ve added a UStaticMeshComponent to an actor via c++ in this fashion;

Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;

And when I make a Blueprint that derives from that c++ actor, the static mesh component shows up and is editable. However, after setting a Static Mesh to be used in that component I do no get the immediate option to set it’s material like you would if you were to add the component through blueprints itself. Instead, this is what I see.

109179-capture.png

Is there something I am doing wrong here? Any help would be greatly appreciated.

I have the same problem.
I can see material settings here:
Rendering → Override Materials. So, it work’s for me. :slight_smile: