We do have our own Material Type in our Plugin. The materials that we get on the mesh instances in ChangeQueue.ApplyMeshInstanceChanges are always of Type NativeRenderMaterial, instead of our own Type.
Looking at the material, the TypeId is actually our own and the Fields are populated with our data, it’s just that it’s not the actual C# Type.
Is this an oversight in the ChangeQueue? Is there a proper way to get an instance of our own RenderMaterial Type from the NativeRenderMaterial?