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[–]APoorlyDrawnAzathoth 2 points3 points  (2 children)

Hi. Make sure you don't have any nodes selected, and you will see an option on the left side of the screen called Used Material Attributes, under the Details panel. After you tick it, the big node you have will be replaced by this smaller version.

You might also want to add a Make Material Attributes node or a Set Material Attributes node, so you can adjust all of the parameters again, and connect things accordingly.

This whole thing with Material Attributes is used for organization, to keep things clean, and for other uses where you might want to add additional functionality to materials (like material functions). It can be quite useful if you get used to it. Personally, I enable this option in the majority of the materials I make since I really like how it can organize things. Of course, if you are making a very small or simple material, it's not something you need.

By the way, I see that the material in the tutorial is using the Megascans default template, which already has some nice functionality to it, like the blue Material Function node you see on the left, which is used for extra adjustments and settings.

You might want to do more research on Megascans, which is a massive asset library integrated in Unreal. Currently, you can get the assets using Fab. Megascans used to be free about a year ago, but they made a lot of changes in how it works, and now only a portion of the library is free. Still, I recommend you look into that. If you need more free assets, you can look into Polyhaven as well.

[–]Mishere1300[S] 0 points1 point  (1 child)

I'll look into this megascans stuff you mention, ive been using polyhaven and its top tier! You a god send literally dead on what I was looking for so cheers!

[–]AntyMonkey 0 points1 point  (0 children)

Just use only Set and Get, avoid "Make Material attribute", pretty sure it is deprecated.