Material Asset editing in blutilities

Hello,

I’m running through the import process in getting some models into the engine, and need to tweak many of the materials to apply alpha masking. Materials on import have only basic, opaque, diffuse channels linked up. tweaking them by hand is arduous and counter productive, since the models are regularly updated which destroys the work done. This ideally needs to be automated.

I want to do two things:

Thing one: Search through a folder and find all textures with an alpha channel on them, then find all materials referencing those textures

Thing two: for each of the above materials, set the blend mode to masked, and plug the alpha channel of the texture sample into the opacity mask of the material.

I’ve been playing around with blutilities to try and find an answer.

For Thing One, I’ve been able to get a list of textures, but have found no way to determine if they have alpha channels. The info is clearly displayed on a rollover in the content browser, but I’ve been so far unable to access any metadata from within blueprint using the metadata nodes. I’m assuming I’m missing something.

For Thing Two, I seem to be unable to search for existing material expressions. There are plenty of nodes to work with them and connect them to the relevant properties, but no way to access existing material expressions that I can find. Also, there does not seem to be a way to adjust the blend mode for a standard material.

Any ideas?