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
| Name | Required | Description | Default |
|---|---|---|---|
| two_sided | No | ||
| blend_mode | No | Opaque | |
| package_path | No | /Game/Materials | |
| material_name | Yes | ||
| shading_model | No | DefaultLit |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |