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Materials

BlueprintAI supports creating material assets, adding and connecting expression nodes, setting scalar and vector parameters, and configuring material settings.

Create a material called M_Rock in /Game/Materials Create a material instance called MI_Rock_Mossy from M_Rock in /Game/Materials

Set the blend mode on M_Rock to Masked Set the shading model to Subsurface Enable two-sided on M_Rock

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

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.

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

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’;