UE Node Entry Reference
UE.* material node creation entrypoints available in Graph and Properties.
UE.* calls create Unreal material expression nodes. Use specific helper calls when
available, and fall back to UE.Expression(...) for unsupported node classes.
Graph Calls
Graph = {
float t = UE.Time();
float2 uv = UE.TexCoord(Index=0);
}UE.TexCoord
float2 uv = UE.TexCoord(Index=0);Use this for texture coordinate nodes.
UE.Time
float t = UE.Time();Use this for time-driven animation and procedural effects.
UE.Panner
float2 moved = UE.Panner(Coordinate=uv, Time=t, SpeedX=0.1, SpeedY=0.0);This creates a panner-style node when supported.
Transform
Transform helpers depend on the reflected Unreal metadata available to the plugin and editor extension. Use completion and hover to inspect supported parameters.
Dynamic MaterialExpression Metadata
The DreamShader plugin can export reflected MaterialExpression metadata to:
Saved/DreamShader/Bridge/material-expressions.jsonThe VSCode extension reads this file for completion, hover, and signature help. It also ships with a fallback manifest when bridge metadata is unavailable.
Generic UE.Expression
Use UE.Expression(...) when no shorthand exists:
float pulse = UE.Expression(
Class="Sine",
OutputType="float1",
Input=t);| Field | Meaning |
|---|---|
Class | Unreal MaterialExpression class name or reflected node class. |
OutputType | DreamShaderLang output type, such as float1, float2, float3, float4. |
| named inputs | Node inputs or properties. |
UE.CollectionParam
Use Material Parameter Collection values when supported by project metadata:
float Wind = UE.CollectionParam(Collection=Path("/Game/MPC_Global.MPC_Global"), ParameterName="Wind");UE.StaticSwitchParameter
bool UseTint = UE.StaticSwitchParameter(Name="UseTint", DefaultValue=true);Static switches are useful when the branch should compile as a static material choice.
Properties UE.*
Some UE.* entries can be used in Properties for explicit parameter nodes or reflected
Unreal expression nodes.
Generic Property Nodes
When using generic property nodes, keep class names and output types explicit so the compiler and editor diagnostics can validate the call.