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create_material

Creates a simple Material asset in Unreal Content Browser, specifying base color, metallic, roughness, emissive glow, and opacity for automated material setup.

Instructions

Create a simple Material asset in the Unreal Content Browser.

As described in Ch. 5, Materials use VectorParameter nodes for color and ScalarParameter nodes for Metallic/Roughness. This tool automates the creation of a simple solid-color material.

Args: name: Material asset name (e.g., "M_TargetRed") base_color: RGBA color array [R, G, B, A] 0.0-1.0 (e.g., [1,0,0,1] for red) metallic: Metallic value 0.0-1.0 roughness: Roughness value 0.0-1.0 emissive_color: RGBA emissive color for glow effects opacity: Opacity 0.0-1.0 (1.0 = fully opaque) folder_path: Content browser path where material is created

KB: see knowledge_base/08_MATERIALS_AND_RENDERING.md#overview Example: create_material(name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
opacityNo
metallicNo
roughnessNo
base_colorNo
folder_pathNo/Game/Materials
emissive_colorNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.5/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the behavioral transparency burden. It discloses that the tool creates an asset and describes the internal node types used, which is useful context. However, it does not mention overwrite behavior, name conflicts, whether the material is compiled/saved, or any side effects in the Content Browser.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with a clear purpose, then provides relevant background, a complete argument list, a KB pointer, and an example. It is a bit long but every section earns its place, and the structure is easy to scan.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 7-parameter creation tool with no annotations, the description covers the purpose and all parameter semantics well. It lacks guidance on overwriting existing assets, save/compile behavior, or prerequisites, and the example is minimal. Since an output schema is present, the absence of return-value details is acceptable.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The input schema has no per-property descriptions (0% coverage), but the description fully compensates by explaining all seven parameters, including value ranges like 0.0–1.0, RGBA ordering, and an example for a red base color. This gives an agent the semantic meaning needed to invoke the tool correctly.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states a specific verb and resource: create a simple Material asset in the Unreal Content Browser, and further narrows it to solid-color materials using VectorParameter and ScalarParameter nodes. It is more specific than many sibling tools, but it never explicitly distinguishes itself from closely related creation tools like material_create_master or create_dynamic_material_instance.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies a use case: simple solid-color materials, and it references Chapter 5 as background. However, it gives no explicit guidance about when to choose this tool over the many material-related siblings, and it names no alternatives or exclusion conditions.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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