material_wire_texture_set
Wire textures into an Unreal Engine Material graph by setting BaseColor, Normal, ORM (Roughness/Metallic/AO), and Emissive inputs. Empty texture paths are ignored.
Instructions
Wire a standard texture set into a Material graph.
ORM textures are assumed to pack Occlusion in R, Roughness in G, and Metallic in B. Empty texture paths are ignored.
Args: material_path: Material asset path base_color_texture: Texture path wired to BaseColor normal_texture: Texture path wired to Normal orm_texture: Packed ORM texture path wired to AO/Roughness/Metallic emissive_texture: Texture path wired to EmissiveColor compile: Force a material shader compile before returning save: Save the material package immediately
KB: see knowledge_base/08_MATERIALS_AND_RENDERING.md#overview Example: material_wire_texture_set(material_path="/Game/MCP_Test/M_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | ||
| compile | No | ||
| orm_texture | No | ||
| material_path | Yes | ||
| normal_texture | No | ||
| emissive_texture | No | ||
| base_color_texture | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |