UE5 Material Editor node graph
The Material Editor — node graph wiring BaseColor, Roughness, and Normal into the Result node.

PBR Parameters

UE5 uses a GGX microfacet BRDF. Every material is defined by these core pins on the Result node:

PinRangeDescription
Base ColorRGB 0–1Diffuse albedo. Keep within 0.05–0.9 for realism.
Metallic0 or 1Metal vs dielectric. Rarely use fractional values.
Roughness0–10 = mirror, 1 = fully diffuse.
NormalTangent RGBPer-pixel surface orientation from a normal map.
EmissiveHDR (>1 OK)Self-illumination. Values >1 feed Lumen GI.
Opacity0–1Used only with Translucent / Masked blend modes.

Key Expression Nodes

  • TextureSample — samples a 2D texture (T+click)
  • Lerp — blend A→B by alpha (L+click)
  • Multiply — component-wise multiply (M+click)
  • ScalarParameter — exposed float for Material Instances (S+click)
  • VectorParameter — exposed color for Material Instances (V+click)
  • Fresnel — edge-angle factor for rim highlights
  • Panner — animated UV scrolling for water, lava

Material Instances

Create a Master Material with exposed parameters, then derive Material Instance Constants that override only those parameters — no shader recompile needed. Use UMaterialInstanceDynamic at runtime to change parameters from C++ or Blueprint.

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Shader Complexity

Use View Mode → Shader Complexity to spot expensive materials. Green = cheap, red = very expensive.

Blend Modes

  • Opaque — writes to G-Buffer. Most efficient.
  • Masked — binary clip via Opacity Mask. No depth sorting.
  • Translucent — alpha blended. Does not write depth — expensive.
  • Additive — adds color on top; great for fire and sparks.