set_mesh_material_color
Apply a runtime color tint to one material slot on a Blueprint component via a temporary dynamic material instance; changes won't persist after save or reload.
Instructions
Tint one material slot of a Blueprint component template by creating a DYNAMIC material instance (MID) over the current or given material, setting one vector parameter, and assigning the MID to the slot. A MID is a RUNTIME object, so this is a quick preview, NOT the way to author a change that must survive save/reload -- for a persistent tint make a MaterialInstanceConstant and assign it with apply_material_to_blueprint. A parameter_name the material does not declare is accepted silently and simply does nothing.
Returns: { component: string, material_slot: int, parameter_name: string, color: [number, number, number, number], success: bool } -- success:true only means the MID was created and assigned; re-read with get_blueprint_material_info after a save/reload to see whether anything persisted.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| color | Yes | RGBA color [R, G, B, A] as floats, each clamped to 0.0-1.0; exactly 4 values are required | |
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| material_path | No | Optional material asset path to use as the MID's parent; without it the component's current slot material is used, falling back to /Engine/BasicShapes/BasicShapeMaterial | |
| material_slot | No | Optional slot index; defaults to 0 | |
| blueprint_name | No | Name of the blueprint | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | Yes | Name of an OWN SCS component; must be a UPrimitiveComponent | |
| parameter_name | No | Optional vector parameter name; defaults to "BaseColor". A name the material does not declare is NOT reported as an error -- it just has no visible effect. |