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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.

alt text

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

Product Version: UE 4.13
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asked Sep 30 '16 at 08:15 PM in Blueprint Scripting

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I have the same problem. I can see material settings here: Rendering -> Override Materials. So, it work's for me. :) alt text

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answered Mar 14 '17 at 10:15 PM

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