Materials
BlueprintAI supports creating material assets, adding and connecting expression nodes, setting scalar and vector parameters, and configuring material settings.
Creating materials
Section titled “Creating materials”Create a material called M_Rock in /Game/Materials Create a material instance called MI_Rock_Mossy from M_Rock in /Game/Materials
Material properties
Section titled “Material properties”Set the blend mode on M_Rock to Masked Set the shading model to Subsurface Enable two-sided on M_Rock
Parameters
Section titled “Parameters”Add a scalar parameter called Roughness with a default of 0.8 to M_Rock Add a vector parameter called BaseColor with a default of (0.5, 0.4, 0.3, 1.0) Add a texture parameter called NormalMap
Expression nodes
Section titled “Expression nodes”Add a Texture Sample node for T_Rock_Diffuse and connect its RGB output to Base Color Add a Multiply node connecting Roughness parameter to the scalar and plug the result into Roughness Add a Lerp node to blend between two colors based on a vertex color mask
Common expression types: TextureSample, TextureSampleParameter2D, Multiply, Add, Lerp, ScalarParameter, VectorParameter, TextureObjectParameter, VertexColor, Fresnel, DotProduct, Normalize, ComponentMask.
Material instances
Section titled “Material instances”Set the Roughness parameter on MI_Rock_Mossy to 0.6 Set the BaseColor parameter to (0.3, 0.5, 0.2, 1.0) Override the NormalMap parameter with T_Rock_Mossy_N
Substrate
Section titled “Substrate”UE 5.2+ supports the Substrate material model. BlueprintAI handles both the legacy and Substrate material graphs.
Create a Substrate material with a Slab BSDF connected to the Front Material output Set the diffuse color on the Slab to a texture parameter
import { Aside } from ‘@astrojs/starlight/components’;