set_material_layer_parameter
Set scalar, vector, or texture parameters on a single layer of a layered material instance, so each blend layer keeps its own tiling, tint, or texture independent of the global slot.
Instructions
Write a scalar / vector / texture parameter scoped to ONE layer of a layered material instance (addressed by zero-based layer_index), so each layer of a blend keeps its own tiling, tint or texture. Different from set_material_instance_param_override, which targets the Global association and would hit the wrong slot on a layered material. Do not trust the success flag -- the engine's setters are known to report failure while doing the work; re-read with get_material_layer_parameter.
Returns: { material_instance_path: string, parameter_name: string, layer_index: int, success: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| value | Yes | For scalar: a float. For vector: dict {r, g, b, a}. For texture: a content path string. | |
| layer_index | Yes | Zero-based layer index (for LayerParameter association) | |
| parameter_name | Yes | Name of the parameter to set | |
| parameter_type | Yes | One of "scalar", "vector", "texture" | |
| material_instance_path | Yes | Content path to the MIC, e.g. /Game/MyGame/MI_Example |