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(Edited 1 time) (+1)

Okay, I found a workaround for now!

let renderer = (this.actor.spriteRenderer as any).__inner;
renderer.material.map = renderer.asset.textures["blue"];
renderer.material.needsUpdate = true;

Where "blue" should be the name of your map. Also note this probably won't work if your maps doesn't have the same size.

EDIT: spriteRenderer should be modelRenderer if you are working with a model. I didn't read your question carefully enough, sorry '^^