create_material_expression
Adds one unconnected node to a Unreal material graph by class path and position. Use it to build material nodes before wiring them with connect tools.
Instructions
Add ONE node to a material graph, by expression class path (e.g. /Script/Engine.MaterialExpressionConstant, ...TextureSample, ...ScalarParameter), at a graph position. The building block of headless material authoring: create the nodes, then wire them with connect_material_expressions and connect_to_material_output. The node arrives UNCONNECTED, so nothing renders differently until it is wired -- verify with get_material_expressions and get_material_stats, not with the success flag.
Returns: { material_path: string, expression_class_name: string, expression_name: string, node_pos_x: int, node_pos_y: int, success: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_pos_x | No | Optional graph editor X position; defaults to 0 | |
| node_pos_y | No | Optional graph editor Y position; defaults to 0 | |
| material_path | Yes | Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial') | |
| expression_class_name | Yes | Material expression class name (e.g., '/Script/Engine.MaterialExpressionConstant') |