mat_compile
Recompile an Unreal Engine material and receive structured errors/warnings to diagnose and fix issues without opening the Material Editor.
Instructions
Compile (recompile) a Material and return structured errors/warnings.
Always run this after finishing material expression edits. Returns had_errors and a list of compile messages so the agent can diagnose and fix problems without opening the Material Editor.
Args: material_path: Full asset path (e.g. '/Game/Materials/M_Rock') save_after_compile: Also save the material asset. Default True.
Returns: JSON StructuredResult. outputs.had_errors — bool outputs.had_warnings — bool outputs.error_count — int outputs.warning_count — int outputs.saved — bool
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: mat_compile(material_path="/Game/MCP_Test/M_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| material_path | Yes | ||
| save_after_compile | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |