| name | material-vfx |
| description | Material authoring and VFX workflow for the Flopperam Unreal Engine MCP. Covers material creation, expression graphs, Niagara particle systems, Chaos destruction, and curve assets. Use when creating materials, material instances, Niagara systems, destruction effects, or procedural audio.
|
Material & VFX Workflow
Materials
Inspect Before Edit
Always run material_inspect before editing an existing material to understand:
- Current expression graph structure
- Existing connections and parameters
- Texture references and shader stats
- Parent chain (for Material Instances)
Creating Materials
material_edit(operation="create_material", material_path="/Game/Materials/M_MyMaterial")
Material Workflow
search_assets with class_names=["Texture2D"] — find textures
material_edit with create_material — create base material
material_edit — create parameters (scalar, vector, texture) and expressions
material_edit — wire expressions to material properties (BaseColor, Roughness, Metallic, Normal, Emissive, etc.)
material_edit with recompile_material — compile
material_inspect — verify graph, connections, parameter setup
Material Instances
Create instances that inherit from a parent material and expose parameter overrides without recompiling the parent shader.
Material Functions
Reusable expression subgraphs that can be shared across materials.
Material Parameter Collections
Global parameter sets accessible from any material — useful for time-of-day, weather, global tinting.