I have a blueprint that randomly selects a material and assigns it to a particle system in order to create color variations:
This was working fine on 4.17, but once I updated my project to 4.19, the particles always have their default material. I debugged and made sure that a valid random material is getting chosen, that the random materials render as expected when I preview them, and that this code is actually running.
Workarounds I’ve tried:
- Toggling visibility of the particle system off/on after calling Set Material to see if that would force an update.
- Using a particle component instead of Spawn Emitter at Location, and calling Set Material on it before activating the particle system.
- Adding a delay between spawning the emitter and calling Set Material
None of those worked, so I’m at a bit of a loss how to get around this without pursuing a different implementation. Help would be appreciated!