FBX imported materials are not created correctly

I am currently working on importing lots of .wrl files (VRML 2.0) into UnrealEngine. This is achieved by importing those files into blender, then exporting them from there to an fbx file and finally importing them into the Editor. The used textures are imported correctly, but the resulting materials, wich are automatically created, are a little messed up:

This is not what I was going for. I basically want just one conection from the texture sample to the Base Color node. Is there anything i could do to achieve this? (Additional note: we are talking about 100 materials in 278 files, so disconnecting all the unwanted notes is not really an option.)

engine version: 4.22.2

blender version: 2.79b

plattform: WIN10

It’s doing this because that’s how the FBX is set up.
To be honest, this is not the best way to do it. Having hundreds of objects have their own materials is not efficient. The better way is to create a base material that is set up correctly, then when importing the meshes, in the import settings set the “base material name” option to your base material, then configure it to your liking. It will create material instances for each mesh. This way, if you change the base material, it will propagate to all the instances.

Okay so the only connection you want is the base color, right? you don’t want any other connection?

So do the steps above. Then go into the base material then disconnect the properties you don’t want. If you make them create instanced materials, they should all use the same base material.

Thanks for this suggestion, i did not know about creating material instances. But unfortunately that doesnt help in my case, because (as far as i understand it) you can only assign a parameter if there is none in the imported material, but i basically want to override everything except the base color. (maybe my question is not worded very well)

Yes, exactly!

I am very sorry, but i dont get it working as you describe it. I also just realized that the materials are created corecctly when i use a different fbx-export-version in blender (FBX 6.1 ASCII instead of FBX 7.4 binary). But than the scale of the models are messed up. Maybe this scaling problem is solved easier than the material creation one. Anyways thanks again for your suggestions.