unreal-materials

Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.

509 stars

Best use case

unreal-materials is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.

Teams using unreal-materials should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unreal-materials/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unreal-materials/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unreal-materials/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unreal-materials Compares

Feature / Agentunreal-materialsStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unreal Materials Skill

Material development using Unreal Engine's Material Editor.

## Overview

This skill provides capabilities for creating materials in Unreal Engine, including PBR workflows, material instances, and custom shader development.

## Capabilities

### Material Creation
- Build PBR materials
- Configure material domains
- Handle blend modes
- Manage material properties

### Material Instances
- Create instance hierarchies
- Expose parameters
- Handle static switches
- Manage instance overrides

### Material Functions
- Create reusable functions
- Build material layers
- Handle function inputs
- Manage function libraries

### Advanced Techniques
- World position offset
- Pixel depth offset
- Custom UV manipulation
- Subsurface scattering

## Prerequisites

- Unreal Engine 5.0+
- Material Editor knowledge

## Usage Patterns

### Material Parameter Setup

```
1. Create Material Parameter Collection
2. Define scalar/vector parameters
3. Reference in materials
4. Update from Blueprint/C++
```

### Material Instance Dynamic

```cpp
UMaterialInstanceDynamic* DynMat =
    UMaterialInstanceDynamic::Create(BaseMaterial, this);
DynMat->SetScalarParameterValue(FName("Damage"), DamageAmount);
MeshComponent->SetMaterial(0, DynMat);
```

### Material Layers

```
1. Create Material Layer asset
2. Define layer parameters
3. Create Material Layer Blend
4. Configure blending
5. Use in Material
```

## Best Practices

1. Use material instances for variants
2. Create material functions for reuse
3. Monitor shader complexity
4. Use LOD material switching
5. Profile with GPU visualizer

## References

- [Material Documentation](https://docs.unrealengine.com/5.0/en-US/unreal-engine-materials/)

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