How to create materials totally within blueprint???

How to create materials within blueprints, with no materials previously created with MATERIAL EDITOR?
And how to change the Base Color or Texture if I don’t have the NAMES os any parameters???

Thanks so much…
:smiley:

Are you asking within the content browser, if you were to, Add new → Material and start with a new blank Material Asset, without importing anything such as textures - if you can create a Material using just visual programming nodes?
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**Yes you can.
Alan Willard is a master at doing this and there are a few fantastic tutorials and live training videos out there to help you get started.

Also, I would grab the content examples project (via the Marketplace, Free) - You will find tons of different methods

This should get you started


Or are you asking how to create a Material using only an Actor Blueprint and not the Material Editor at all?
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As far as I know, you can only manipulate a Material Asset using something like the Material Parameter Collection Asset within an Actor BP

Base material, or Master material must be created before, but later you can change everything with code. Master material can be empty material.

In this sample, it set BaseColor texture, but can be just color with vector parameter. In similar way any other material settings can be set, like a roughness, uv etc.

Last step is set created material to mesh.

Thank you for the answer!
But, as I told before, i need to create the material NOT using Material Editor! I need to do this inside blueprint!!!
I have already seen all the basics (and some advanceds) tutorials, but my question is not there!!!

All the tutorials talk about dynamic material instances created using Material Editor and also creating the PARAMETERS to connect to BaseColor or any other slots. And we need to have the NAME of the parameter to refer within blueprint!!!

In the image above, it is a dynamic material instance of one material that was created using material editor. Am I wrong?

I am trying to create CLASS Material constructor or/and instance in blueprint, but don’t know ecxatly how!!!
I don’t know if its possible!

Thanks again…
;D

You can right click any existing material in the Content Browser and Create Material Instance manually.

It will then be available in the dropdown menus as reference.

This sample material was not created in editor, but in context browser - just create new material without any editing.
As I know, is no other way. Via code you can spawn actors, where material is no any kind of actor as I know. And creating one master material (sometime just empty material) is common practice in UE.

OP. Pretty sure editor runs a separate process to compile the material into a shader cache. This isn’t something that is intended to be modifed at runtime as it would be counter intuitive to how rendering and graphics cards are optimized to function. Even if you were in C++ you would have to heavily modify the engine to accomplish something like what you’re asking and it gets more complex from there.

What are you trying to accomplish? Is there a reason why Material Instances and Material Paramater Collections are not enough to accomplish your needs? What on EARTH are you trying to do? Lol.

Thank for all your attention and I’m sorry if my english is not that good!!!
But, I have already created the material within blueprint. I used to create a Material CLASS variable.
This way, you don’t need do have a pre-built material using neither Material editor nor Content Browser! I also created a Media Texture and a Media Sound all directly inside blueprint, without any referenced material created outside blueprint! (the goal is to develop a TV_blueprint. I don’t know how to assign the media texture to the material because I don’t have the NAME of the PARAMETER to the SET TEXTURE PARAMETER VALUE!
I’ll try to put here some images…

ps.: the media sound is well done. So I can hear the media playing!

The second… only using Blueprint!
Thanks for any help… ;D

Not willing to hijack this thread or anything, but I am also wondering if this is possible.

I’d like to make a blutility, that would create assets on demand, but, apparently, there are no functions like that in BPs. So far, I didnt find a way to create new class/material/folder/anything that would be saved in content browser.

It looks like all that you can do is create a Dynamic material, both in editor or in-game, but you won’t be able to access it. Strange enough, if material is created through PIE, you CAN restart the game and it’d still be there, but I still was not able to find the file, so donno where UE is storing it, as appose to memory like it does with in-game dynamic materials.

I am also wondering if this is possible. Please let us know when you find a way to achieve that. Many thanks!