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ue_create_material

Creates a material by connecting textures to PBR channels, with auto-detection of texture types from filenames.

Instructions

Crea un materiale collegando le texture ai canali PBR.

A differenza dei grafi Blueprint, il grafo materiale è pienamente scriptabile: qui i nodi vengono creati e collegati davvero.

Args: package_path: cartella, es. "/Game/MyGame/Materials". name: nome asset, es. "M_Brick". textures: mappa canale -> path della texture importata. Canali: base_color, normal, roughness, metallic, ambient_occlusion, emissive, opacity. Usa la chiave "auto" con il path per far dedurre il canale dal nome file (convenzioni ambientCG/Poly Haven). scalars: costanti sui canali senza texture, es. {"roughness": 0.4}. two_sided: disattiva il backface culling.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
scalarsNo
texturesNo
two_sidedNo
package_pathYes
Behavior4/5

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

With no annotations, the description carries the full burden. It reveals that the tool actually creates and connects nodes in the material graph, not just sets parameters. However, it omits details like authentication requirements, side effects, or limits.

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 short and front-loaded with the core purpose, followed by a brief clarification. Every sentence adds value, with no repetition or fluff.

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?

Given the moderate complexity (5 parameters, no nested objects) and lack of output schema, the description covers all parameter semantics and basic behavior. It could mention the return value (e.g., created asset path), but this is not critical for a creation tool.

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

Parameters5/5

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

The input schema has 0% description coverage, but the description's Args section explains every parameter in detail: package_path, name, textures (with channel list and 'auto' key), scalars, and two_sided. This fully compensates for the schema gap.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states that the tool creates a material by connecting textures to PBR channels, and contrasts it with Blueprint graphs to highlight its full scriptability. This distinctly separates it from sibling tools like ue_create_material_instance and ue_assign_material.

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

Usage Guidelines3/5

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

The description implies that this tool is for full material graph creation (as opposed to Blueprint graphs), but it does not explicitly specify when to use this tool versus alternatives, nor does it provide exclusions or prerequisites.

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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