set_material_function_input_props
Edit an existing material function input node by node ID, writing only the properties you specify, then recompile the function and mark it dirty without saving.
Instructions
Edit an existing FunctionInput node of a UMaterialFunction asset, found by node_id: only the fields you pass are written (name, type, description, preview value, default flag, sort priority), then the function is recompiled and marked dirty without saving. Read it back with get_material_function_inputs.
Returns: { function_path: string, node_id: string, input_name: string, input_type: string, applied: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_id | Yes | The input node id (UMaterialExpression name) from add_material_function_input | |
| input_name | No | New pin name, stored as given: it is not made unique (the engine ValidateName only acts on nodes owned by a material). | |
| input_type | No | Optional EFunctionInputType (the 13 values; same parser as add_material_function_input) | |
| description | No | New tooltip text of the input pin. | |
| function_path | Yes | Full path to the material function, e.g. '/Game/MyGame/MF_Example.MF_Example' | |
| preview_value | No | JSON object {"x":0,"y":0,"z":0,"w":0} (FVector4f), any subset; missing components keep their current value. | |
| sort_priority | No | Integer that orders this input pin relative to the other inputs of the function. | |
| use_preview_value_as_default | No | Bool: true makes the preview value the default of the input when its pin is left unconnected. |