connect_to_material_output
Wire an expression node's output into a UMaterial main input like BaseColor or Roughness. The edit stays in memory, so run compile_material and save_asset afterward.
Instructions
Wire one output of an expression node into a main input of a UMaterial asset (BaseColor, Roughness, Normal...). The edit stays in memory: no recompile, no dirty flag, no save, so follow with compile_material and save_asset. Node-to-node wiring is connect_material_expressions.
Returns: { material: string, from_node_id: string, output_property: string, connected: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| from_pin | No | Output pin name on the source node, e.g. "RGB" or "R"; omitted or empty uses its first output. | |
| from_node_id | Yes | Id of the source expression (from create_material_expression / get_material_expressions). | |
| material_path | Yes | UMaterial asset path, e.g. "/Game/Materials/M_Rock"; a material instance path fails with Material not found. | |
| output_property | Yes | Material input to feed, case-insensitive: BaseColor, Metallic, Specular, Roughness, Anisotropy, Normal, Tangent, EmissiveColor (or Emissive), Opacity, OpacityMask, WorldPositionOffset (WPO), AmbientOcclusion (AO), Refraction, PixelDepthOffset, SubsurfaceColor. |