material_create_master
Create a reusable master material with standard PBR parameters and optional texture inputs, ready for wiring texture assets.
Instructions
Create a reusable master Material with standard technical-art parameters.
The generated graph includes BaseColor, Metallic, Roughness, EmissiveColor, and Opacity parameters, plus optional texture parameters for BaseColor, Normal, ORM, and Emissive maps. Use material_wire_texture_set to wire actual texture assets into the graph after creation.
Args: material_name: Material asset name, e.g. "M_Master_Prop" folder_path: Content Browser folder for the asset base_color: RGBA default BaseColor parameter metallic: Default Metallic scalar roughness: Default Roughness scalar emissive_color: RGBA default EmissiveColor parameter opacity: Default Opacity scalar blend_mode: "opaque" or "translucent" use_texture_parameters: Add standard texture parameter nodes overwrite: Delete/recreate an existing asset at the same path compile: Force a material shader compile before returning save: Save the asset package immediately
KB: see knowledge_base/08_MATERIALS_AND_RENDERING.md#overview Example: material_create_master(material_name="/Game/MCP_Test/M_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | ||
| compile | No | ||
| opacity | No | ||
| metallic | No | ||
| overwrite | No | ||
| roughness | No | ||
| base_color | No | ||
| blend_mode | No | opaque | |
| folder_path | No | /Game/Materials | |
| material_name | Yes | ||
| emissive_color | No | ||
| use_texture_parameters | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |