Changelog
Initial public release.
- Editor panel (Tools > ta Material Smith) with a summary of texture sets, new instances, updates, texture fixes, mesh slots and textures that were not recognized; a searchable list with All, New, Update and Warnings filters; per-set details (instance name and folder, blend mode, two-sided, map types, packed channels, OpenGL and glossiness flags, mesh slots) and a What will happen preview.
- Content Browser integration: Create Material Instances on textures and folders, Pack Channels on textures.
- Import suggestion: a notification after importing textures that form texture sets.
- Name-based detection with a default table of 97 endings for Unreal, Substance Painter, Fab / Megascans, Poly Haven and ambientCG names, including ORM, ARM, MRA, RMA and ORD packed textures, OpenGL normal maps and glossiness maps. Resolution and file type tokens are ignored. The table, texture prefixes and resolution token handling are configurable.
- Material Smith master
M_Smith_Standard, created in your project on first use, with base color, normal, roughness, metallic, ambient occlusion, packed map, emissive, opacity, height (parallax) and UV parameters, plusM_Smith_Standard_VTfor virtual textures. - Custom master materials with automatic guessing of texture parameters, static switches and packed channel order, stored as Master Profiles in Project Settings, and a warning for parameter default textures that don’t fit their sampler type.
- Texture settings fixes: sRGB, compression (Normalmap, Masks, Alpha/BC4 for single channel maps), Flip Green Channel and virtual texture streaming.
- Channel packing while creating instances, including repacking to a custom master’s channel order, and a Channel packer page with source channel, invert, default values and output size. Imported textures are never overwritten.
- Mesh assignment to static and skeletal meshes by name, including one material slot per texture set for multi-material meshes.
- Updates instead of duplicates when run again.
- Python and Blueprint API through
TAMaterialSmithSubsystem. - Settings stored in
Config/DefaultEditor.inifor sharing through source control. - Supports Unreal Engine 5.6, 5.7 and 5.8 (Win64, Mac and Linux editor). MIT license.