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mat_create_material

Creates an empty Unreal Engine material asset in the Content Browser, specifying blend mode, shading model, and two-sided rendering, ready for graph editing and compilation.

Instructions

Create a new Unreal Engine Material asset.

Creates an empty material with the specified properties. After creation use mat_add_expression and mat_connect_expressions to build the material graph, then mat_compile to validate.

Blend modes: Opaque, Masked, Translucent, Additive, Modulate Shading models: DefaultLit, Unlit, SubSurface, PreintegratedSkin, ClearCoat, SubsurfaceProfile, TwoSidedFoliage, Hair, Cloth, Eye, SingleLayerWater

Args: material_name: Name for the new material asset (e.g. 'M_Rock') package_path: Content Browser folder. Default '/Game/Materials'. blend_mode: Material blend mode. Default 'Opaque'. shading_model: Shading model. Default 'DefaultLit'. two_sided: Enable two-sided rendering. Default False.

Returns: JSON StructuredResult. outputs.material_path — Full asset path (e.g. '/Game/Materials/M_Rock') outputs.next_steps — Suggested follow-up actions

KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: mat_create_material(material_name="/Game/MCP_Test/M_Example")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
two_sidedNo
blend_modeNoOpaque
package_pathNo/Game/Materials
material_nameYes
shading_modelNoDefaultLit

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.1/5.0
Behavior4/5

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

With no annotations, the description carries the behavioral disclosure burden. It clearly identifies this as a mutating creation operation, notes that the material starts empty, and documents the StructuredResult outputs. It does not disclose duplicate-asset behavior or whether the asset is persisted immediately, but the core side effect and return value are made explicit.

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

Conciseness5/5

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

The description is longer than average but well organized: summary, workflow, valid value lists, args, returns, KB reference, and example. It is front-loaded, and the extra enum lists earn their place because the schema has no enums or descriptions.

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

Completeness4/5

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

For a create-tool with no annotations, it covers the full creation lifecycle, parameter meanings, valid enum values, return shape, and an example. The remaining gaps are the material_name/package_path ambiguity and the lack of guidance about what happens if the named asset already exists.

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

Parameters4/5

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

Schema description coverage is 0%, so the Args section is essential and does document all five parameters with defaults and valid values for blend_mode and shading_model. However, the example passes a full asset path as material_name while the parameter text treats material_name as a bare name and package_path as the folder, creating ambiguity about how paths should be supplied.

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 states a specific action and resource: it creates a new, empty Unreal Engine Material asset with given properties. It clearly distinguishes itself from the expression/compile workflow tools by describing the follow-up sequence, but it does not explicitly differentiate itself from similarly named creation siblings like create_material or material_create_master.

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

Usage Guidelines4/5

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

It gives a useful workflow: create the empty material, then use mat_add_expression and mat_connect_expressions to build the graph, then mat_compile to validate. It does not explicitly state when to prefer an alternative creation tool or when not to use this one, so exclusions are missing.

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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