Having trouble keeping your material node graphs clean? Struggling to organize your parameters? Haven't figured out how to use Named Reroutes to your advantage? Well, this is for you!
Material Reroute Tools helps you keep large Unreal material graphs readable. Every value gets a named reroute whose prefix and color show its type at a glance!
Drag a wire off any pin and pick Create Prefixed Named Reroute.
The tool works out the type and a sensible name from the parameter, node or pin, and replaces the long wires with usage nodes placed next to each input. Instantly replace a node's output that's connected to multiple inputs across the graph, into clean reroutes. Right-click tools to tidy whole parameter groups at once or move parameters into a reusable parameter data function.
Prefixes and Colors Standards are project settings saved to DefaultEditor.ini, so a team shares one style. If the style changes mid-project, two tools bring existing graphs back in line: one repaints every named reroute, the other fixes missing, outdated or wrong prefixes after showing you the list.
As an extra, you can also bakes any node's output to a texture asset, for procedural noise, gradients or custom masks.
This is Editor ONLY: nothing ships with your game, and full C++ source is included.
Features
Create Prefixed Named Reroute (drag off any pin, materials and functions): a typed declaration named after what the pin carries (parameters, UVs, World Position, particle data, function inputs). Every input the pin already fed switches to a usage beside it. Off an input, the reroute takes over its existing wire.
Organize Parameters into Named Reroutes: gathers selected parameters into a column at the top left, gives each value read a typed reroute, and merges same-named parameters.
Organize Inputs into Named Reroutes (Result node, Make / Set Material Attributes): one reroute per wired input, named after the input.
Create Parameter Data Function: moves selected parameters (scalar, vector, texture, texture object with its samplers, appends) into a new material function with one typed output each, read back through named reroutes.
Add to Parameter Data Function: adds more parameters to a parameter data function the material already calls.
Export Node to Texture (materials and functions): renders a node's output across 0-1 UVs at 128 to 4096 px and saves it as Color (sRGB 8-bit), Linear data (8-bit) or HDR (16-bit float). Re-export over the same texture after edits.
Update Named Reroute Colors (materials and functions): repaints every named reroute with the current color for its type.
Update Named Reroute Prefixes (materials and functions): renames reroutes whose prefix is missing, old or for the wrong type, after listing every rename for you to confirm. Old prefixes can be listed in the project settings.
Project settings: prefix and color per type (Boolean, Scalar, Vector 2/3/4, Texture Object, Material Attributes, Shading Model), plus unknown-type and normal-map colors.
Type detection: reads type tags on pin names such as (S) or (V3), follows masks, appends, reroutes and function calls, and takes generic math's widest input.
Each tool's graph edits are a single undo step.
This is a workflow that I've been using for a few years now and a tool I believe should be included with Unreal.