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No. 0021 TE TechEQLabs Pro

Batch Material Creator

UE 5.4–5.85/52.0.5

Module: Tech · Category: Workflow · Tool ID: BatchMaterialCreator

Scans a texture folder, matches files against configurable naming conventions (_Albedo, _Normal, _Metallic, _Roughness, _AO, _Emission, _Height + many aliases), groups them into material sets per base name, and creates UMaterialInstanceConstant from a chosen parent material with the appropriate textures wired into the right parameters.

Tool open after a folder scan, detected sets list showing 8–10 material sets with Full PBR / Partial flags, parent material selected.
Tool open after a folder scan, detected sets list showing 8–10 material sets with Full PBR / Partial flags, parent material selected.
A texture folder scanned into 52 material sets by suffix; six are kept, parented to a master with BaseColor and Normal parameters, and created as material instances.
  • Bulk import: a folder of texture sets that all use the same parent material
  • Naming-convention-driven material creation
  • Migrating from another engine where textures are organized by base name
  • Producing master-instance pairs from a 50-set library in one click
  • Don’t expect this to author master materials. It creates instances from a parent.
  • Don’t expect non-naming-convention matching. The tool reads filename suffixes.
  1. Open the EQLabs Hub and search for Batch Material (or browse to Tech → Workflow).
  2. Click the tool card.
  3. Configure folders + parent, click Scan, then Create.
FieldWhat it doesDefault
Texture FolderFolder with the source textures/Game/Textures
Output FolderWhere created MIs save/Game/Materials
Parent Material pickerThe master material to instance from(empty)
Albedo SuffixesComma-separated suffix list_Albedo,_BaseColor,_Diffuse,_Color,_D,_BC
Normal Suffixes_Normal,_NormalMap,_N,_Nrm
Metallic Suffixes_Metallic,_Metal,_M
Roughness Suffixes_Roughness,_Rough,_R
AO Suffixes_AO,_AmbientOcclusion,_Occlusion,_O
Emission Suffixes_Emission,_Emissive,_E
Height Suffixes_Height,_Displacement,_Disp,_H
ScanWalks the folder, groups into sets
CreateCreates MIs for every detected set
Copy ResultsPlain-text dump
Detected Sets listPer-set row: base name, found maps, Full PBR flag
StatWhat it shows
Full PBR CountSets with Albedo + Normal + Roughness + Metallic
Partial CountSets missing at least one of the above
Sets list with mix of Full PBR + Partial flags visible.
Sets list with mix of Full PBR + Partial flags visible.
  1. Set Texture Folder and Output Folder.
  2. Drop the parent material into the picker.
  3. Optionally tweak suffix lists for your team’s conventions.
  4. Click Scan — sets list populates.
  5. Review the list — confirm the right textures are matched per set.
  6. Click Create — material instances are generated and saved.

Suffix lists, folders, and parent material persist to [Project]/Saved/EQLabs/Settings/BatchMaterialCreator.json.

  • UMaterialInstanceConstant assets. One per detected set, saved to Output Folder.
  • Naming: MI_<BaseName> (configurable via parent material naming)
  • Texture parameters wired to standard names (BaseColor, Normal, etc.) — make sure your parent material exposes parameters with those names
  • Parent material parameter names matter. The tool wires textures to parameters named BaseColor, Normal, Roughness, Metallic, AO, Emission, Height. Rename if your parent uses different conventions.
  • Suffix lists are case-sensitive. Match your team’s actual filenames.
  • Partial sets still get MIs created. Only the matched textures are wired; unmatched parameters use the parent default.
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