Like the material systems of other major 3D software, UE’s material system uses nodes to connect different textures to adjust different effects. For example, the common basecolor, roughness, metalness, normal and other maps control different properties of the material.

Creating a New Material
1.Right-click in the Content Browser
2.Select Material in the Create Basic Asset setion of the context menu.

3.A Material is created in the Content Browser. Give it a unique and descriptive name.


After the complete material to create, can join each node to the node editor, and into the map, normally need three UE5 workflow texture maps, namely basecolor, normal and OculusionRoughnessMetalic three-channel one map.

This is a model map from my course work
Float Values
Floating-point values reflect the data stored by a node or used by an operation performed by a material expression. These values can be values defined in constant material expressions, or arithmetic operators in mathematical material expressions. You can set these values in the node’s detail panel, directly on the node itself, or by passing data to the node’s input pins.

In the Material node editor, various numerical nodes are often used to finely adjust the properties of the material by means of multiply, add, etc.

- The Multiply node on the left performs the operation 1 * 2 and outputs a value of 2.
- When Constants are plugged into that same Multiply node, the values connected to inputs A and B supercede the values in the Details Panel. This node performs the operation 2 * 3 and outputs a value of 6.
The links to UE’s official material section is attached below, and more details can be queried
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-materials