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Setting dynamic material on constructor

Hi all, I'm a UE newbie so I'm still in the phase where 90% of my time working with Unreal is spent on online tutorial. That's my problem: when I recompile the code, I had to replace every instance of my class already present in the scene with a new instance, or the game will crash while starting playing (furthermore on recompiling i can see the material applied to the mesh disappear in the editor). I have done some trials and as far as I have understood, this is caused by instantiating the Dynamic material in the constructor. Now I have two question: why this happens? And what's should be initializated in the constructor and what in other method (like onConstruction(), beginPlay(), etc.)? I have searched a lot, but I have found nothing to clarify this doubts. Below there is the code of my constructor. // Sets default values MyClass::MyClass() { // 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;

     // Collision component.
     USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
     RootComponent = SphereComponent;
     // Mesh component.
     SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Visual Representation"));
     static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("StaticMesh'/Engine/BasicShapes/Sphere.Sphere'"));
     if (SphereVisualAsset.Succeeded()) {
     // Instance Material.
     static ConstructorHelpers::FObjectFinder<UMaterial> FoundMaterial(TEXT("/Game/Material/DummyMaterial.DummyMaterial"));
     if (FoundMaterial.Succeeded()) {
         UE_LOG(EditorLog, Log, TEXT("Material found."));
         DynamicMaterial = UMaterialInstanceDynamic::Create(FoundMaterial.Object, SphereVisual);
         SphereVisual->SetMaterial(0, DynamicMaterial);  
Product Version: UE 4.18
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asked Mar 08 '18 at 05:19 PM in C++ Programming

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avatar image giulioaur Mar 09 '18 at 11:41 AM

I solve the problem creating a class attribute that store FoundMaterial.Object, and moving the DynamicMaterial construction to the BeginPlay() function, but I have no idea about the reason of this strange behaviour, it seems the in-game object could not be correctly re-inizialized.

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