import_texture
Import a texture file into UE5 Content Browser as a Texture2D asset. Supports PNG, JPG, TGA, EXR, HDR, and BMP with automatic compression settings based on filename.
Instructions
Import a texture file into UE5 Content Browser as a Texture2D asset.
Supports PNG, JPG/JPEG, TGA, EXR, HDR, and BMP formats. The file must already exist on the Windows machine running UE5.
When texture_type is "auto" (default) the correct compression settings and sRGB flag are inferred from the filename suffix: *_n / *_normal / *_nrm → TC_NORMALMAP, sRGB=False *_r / *_rough / *_m / *_metal *_ao / *_occlusion / *_orm *_mask → TC_MASKS, sRGB=False *_h / *_height / *_disp → TC_MASKS, sRGB=False *_e / *_emissive / *_emit → TC_DEFAULT, sRGB=True everything else (BaseColor…) → TC_DEFAULT, sRGB=True
Args: file_path: Absolute OS path on the UE5 Windows machine (e.g. "C:/Textures/T_Wood_BaseColor.png") destination_path: Content Browser folder (default "/Game/Textures/") texture_type: "auto" | "diffuse" | "normal" | "roughness" | "metallic" | "ao" | "emissive" | "height" | "default" Overrides filename-based detection when not "auto".
Returns: JSON string with StructuredResult — outputs on success: { "success": true, "stage": "import_texture", "outputs": { "asset_path": "/Game/Textures/T_Wood_BaseColor", "asset_type": "Texture2D", "texture_type": "BaseColor", "srgb": true, "compression": "TC_DEFAULT" }, "warnings": [], "errors": [], "log_tail": [] } failure: {"success": false, "stage": "import_texture", "errors": [""]}
KB: see knowledge_base/31_GENERATIVE_CONTENT_PIPELINE.md#overview Example: import_texture(file_path="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| file_path | Yes | ||
| texture_type | No | auto | |
| destination_path | No | /Game/Textures/ |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |