Skip to main content
Glama

ue_create_material_instance

Create a Material Instance from a parent material and set its parameters, enabling efficient variation without recompiling the material graph.

Instructions

Crea una Material Instance da un materiale padre e ne imposta i parametri.

Variare un materiale via istanza non ricompila il grafo: è la via economica per avere molte varianti dello stesso materiale.

Args: package_path: cartella di destinazione. name: es. "MI_Brick_Red". parent_path: materiale padre, es. "/Game/MyGame/Materials/M_Brick". parameters: mappa nome -> valore. Numero = scalare, dict {"r","g","b"} = colore, bool = static switch, path /Game/... = texture.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
parametersNo
parent_pathYes
package_pathYes
Behavior3/5

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

No annotations are provided, so the description carries full burden. It discloses that instancing does not recompile the shader graph, a key behavioral trait. However, it lacks details on side effects, authorization needs, or error handling.

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

Conciseness4/5

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

The description is concise, with purpose and benefit front-loaded, followed by parameter details. It is not verbose but could better separate general description from parameter listing.

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

Completeness3/5

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

Given no output schema or annotations, the description should include return behavior or post-creation effects. It does not mention what the tool returns or whether the instance is automatically saved. Adequate but incomplete.

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?

With 0% schema coverage, the description compensates by listing each parameter with its purpose and value types (scalar, color, bool, texture). This adds significant meaning beyond the bare schema, though exact formats for complex types could be more precise.

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 the tool creates a material instance from a parent material and sets parameters, using specific verb and resource. It distinguishes from sibling tools like ue_create_material by emphasizing that instancing avoids shader recompilation.

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?

The description explains when to use (for multiple variants without recompilation) but does not explicitly state when not to use or name alternative tools. However, context implies alternatives like ue_create_material for new materials.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Install Server

Other Tools

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/Groggy-rollcall812/unreal-engine-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server