set_actor_material
Set a component-level material override on one slot of an editor-world actor's first mesh component, found by name or label, leaving the mesh asset and other slots unchanged.
Instructions
Set a component-level override material on one slot of an editor-world actor (found by name or label): on its first StaticMeshComponent, else its first other mesh component. The mesh asset and other slots are untouched. Errors when the actor, a mesh component or the material is missing. One undo step; the level is marked dirty, not saved. A slot_index outside the component's material slots is refused. For the mesh asset use set_static_mesh_material_slot; for a tweakable runtime copy, create_dynamic_material_on_actor.
Returns: { actor_name: string, material: string, slot_index: int }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Name or label of the target actor | |
| slot_index | No | Material slot index, from 0 to the component's slot count minus 1, default 0 | |
| material_path | Yes | Full asset path of the UMaterialInterface |