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الوسائط 1 للقائمة Material Parameter Manager

الوصف

🎬 Usage

As a project grows, material parameters tend to get messy. Groups get inconsistent, Sort Priorities pile up at zero, and artists waste time opening material after material just to rename a group.

Material Parameter Manager is a UE editor plugin that lets you select multiple materials, view all their parameters in one list, and batch-edit `Group` and `Sort Priority` in a single workflow — without touching the Material Editor.

Features

Two modes to fit your workflow
Open the panel as a standalone window to work across multiple materials at once — or launch it directly from the Material Editor toolbar to focus on whichever material you currently have open. Use the mode that matches your task.

Cross-material batch editing (Standalone mode)
Add materials from the Content Browser and view every parameter across all of them in one unified list. Select multiple parameters (even from different materials) and set their Group or Sort Priority at once.

Per-material editing from the Material Editor (Material Editor mode)
A toolbar button in the Material Editor opens the panel scoped to that material only. No need to leave the editor you're already working in.

Safe Apply workflow
Changes are never written immediately. Values are staged until you press Apply, at which point they are committed in a single UE transaction — fully Ctrl+Z undoable.

Pending change indicators
Rows with uncommitted edits are highlighted in yellow, so you always know what's staged and what's already applied.

Real-time search & filter
Filter parameters by name or group name instantly. Handles materials with dozens of parameters without slowing down.

Supported parameter types
Scalar / Vector / Texture 2D / Texture (all variants) / StaticSwitch / StaticBool

Who is this for?

  • Technical Artists who manage parameter conventions across many materials

  • Artists who need clean parameter groups in Material Instances but don't want to open every material manually

  • Teams enforcing naming and grouping standards before delivery or milestone

  • Solo developers cleaning up a project before shipping or publishing assets

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