Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unreal-materials --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unreal-materials
description: Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:shader-programming, skill-area:graphics-rendering]
roles: [role:game-developer]
---
# 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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