Quick answer: Promote the base material value to a named Scalar/Vector Parameter, create the MID with Create Dynamic Material Instance, assign it to the component, then set the parameter.
Dynamic Material Instances only expose values that the base material declared as parameters. A constant cannot be overridden, and a MID that is never set on the component is invisible. Here is how to fix it.
How to fix it
1. Expose the value as a parameter
In the base material, right-click the constant and Convert to Parameter, then name it; only named parameters can be set on an instance.
2. Create and assign the MID
Call Create Dynamic Material Instance on the component and store the result, then Set Material back on the same element index so the mesh actually uses it.
3. Set on the stored MID
Call Set Scalar Parameter Value on the stored MID reference, not on the base material; calling it on the asset has no per-instance effect.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.