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Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
Passed 23 of 23 test cases with the skill, and 22 of 23 without it.
1 fixed22 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
I need C++ code in Unreal Engine 5 to dynamically change a mesh component's material parameter named 'Damage' at runtime when taking hit damage. I was planning to construct a UMaterialInstanceDynamic using new or modify the base material directly. What is the standard C++ API sequence to instantiate, modify, and apply a dynamic material instance?
| Checked | Without skill | With skill |
|---|---|---|
| Uses UMaterialInstanceDynamic::Create to instantiate the dynamic material instance. | Missed | Passed |
| Calls SetScalarParameterValue with the parameter name Damage. | Passed | Passed |
| Calls SetMaterial on the mesh component to apply the dynamic material. | Missed | Passed |
The instructions your model reads when the skill loads.
Material development using Unreal Engine's Material Editor.
This skill provides capabilities for creating materials in Unreal Engine, including PBR workflows, material instances, and custom shader development.
test cases passed, vs 22 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.