# Creating a Macro for Material Workflow

**URL:** <https://forums.unrealengine.com/t/creating-a-macro-for-material-workflow/446682>\
**Category:** Asset Creation\
**Tags:** macros, unreal-engine, question\
**Created:** [April 5, 2019, 3:30pm UTC](https://forums.unrealengine.com/t/creating-a-macro-for-material-workflow/446682 "2019-04-05T15:30:00Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Rolzein](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rolzein](https://forums.unrealengine.com/u/Rolzein)\
**Post date:** [April 5, 2019, 3:30pm UTC](https://forums.unrealengine.com/t/creating-a-macro-for-material-workflow/446682/1 "2019-04-05T15:30:00Z")

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Hey guys -  
This isn’t actually a really hard question at its core.

What is hard about this question is that I don’t know the correct terminology.

I’m an 3D artist, and what I’m asking for is usually referred to as running an action or a macro, but Unreal has it’s own subset of Macros and Scripting that usually specifically pertains to the actual game or project that is being created using the tools.

What I want to learn how to do is create a Script/ Console Command/ Action/ Macro that I can run that will simply set multiple parameters of a material instance when run.

I am working on a project that has a number of material instances that are out of date and need their settings and flags set back a certain way. Instead of going into each material instance and manually setting these things, it would just be nice to have this automated via a script/command/action/macro

can anyone give me a nudge in the right direction to some documentation - I really just don’t know where to look.
