get_available_materials
Search a content path and list Unreal Engine materials, returning object paths for applying them to Blueprints or actors; assets are not loaded.
Instructions
Enumerate material assets under a content path and return each one's name, object path, package and class -- the object path is what apply_material_to_blueprint / set_actor_material expect. One Asset Registry query on UMaterialInterface and all its subclasses (materials, material instances, project or plugin material classes); nothing is loaded, so a wide path is cheap. For one known name prefer resolve_asset_by_name.
Returns: { materials: [{ name, path, package, class }], count: int, search_path_used: string } -- there is no truncation flag: count is everything that matched.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| search_path | No | Optional content path filter (e.g. "/Game/Materials"); empty/absent means the whole project and is reported back as "/Game/" | |
| include_engine_materials | No | When true, also include /Engine/ materials; defaults to true, so the list is large unless a search_path narrows it |