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DocsWalkthroughsAuthor a Material Graph

Author a Material Graph

A guided example: create a Material and build its node graph in one atomic call, then apply it to an actor.

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CodeFizz

A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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This walkthrough creates a Material and builds its node graph in one atomic call, then applies it to an actor in the level. Building the whole graph in a single build_material_graph call is the recommended pattern, because it wires nodes and connections together instead of one at a time.

1

Create the Material

A new Material asset at the given path.

bash
cfa create_material --name M_Glow --path /Game/Materials
2

Build the node graph

Add expression nodes and their connections in one call. Pass the nodes and connections as JSON. See the Materials reference for the exact shape.

bash
cfa build_material_graph --material-path /Game/Materials/M_Glow --nodes "[...]" --connections "[...]"
3

Apply it to an actor

Assign the finished material to a placed actor.

bash
cfa apply_material_to_actor --actor-name Floor --material-path /Game/Materials/M_Glow
Let the AI build the graph
With the skill installed, you can just ask your assistant to "make a glowing emissive material" and it assembles the nodes and connections JSON and calls build_material_graph for you. The full parameter list is in the Materials reference.