create_material
Create a new base UMaterial asset in Unreal Engine, the master material whose parameters and static switches all its instances inherit. Use it when no existing material can be re-skinned as an instance.
Instructions
Create a new base material asset (UMaterial) -- the graph-owning master whose parameters and static switches every instance of it inherits. Prefer create_material_instance / create_material_instance_constant when you only need a re-skin of something that exists: an instance costs no new shader permutations and leaves the original updatable. After creating, build the graph with create_material_expression + connect_material_expressions, then verify with get_material_stats (compile_errors empty and stats_valid true) -- compile_material only acknowledges, it does not report errors, and a landscape material that fails to compile silently falls back to the default material.
Returns: { material_path: string (object path of the new material, '/Game/Materials/M_X.M_X'), material_name: string, package_path: string, success: bool } -- an existing asset of that name is an error, never overwritten
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| material_name | Yes | Name of the material asset to create | |
| material_path | Yes | Content FOLDER the material is created in (e.g., '/Game/Materials') |