Material editing with simple slots, not always an option?

I am new to UE, but have been 3D modeling/rendering since 1987 … first Q here:

Bringing a test model from Cinema4D using the new version Datasmith plugin, I get my materials pretty much as they were in C4D. I click of the material, an editor opens with the mat on a sphere and the Details tab has a list of slots, like Color, UV, Emission, Reflection, etc., which open for sliders and maps. That’s fine, that’s simple and all I need for arch-vis right now.

But bringing the model in through an FBX file, or Datasmith from Twinmotion, any materials behave differently. Clicking them may get a nodal graph (or nothing to address the material). But I’m still not seeing where node ports have controls

How can I get any material to behave with the simple slots like from C4D import?

I think you are referring to the basic material setup that happens when you import assets. What happens is that the mesh is allocated a “personal” material based on the mesh and texture names.

The best suggestion I have is to have a look and learn the basics for setting up a simple material. It may take an hour or so, but will make sure that all assigned materials are optimized for each mesh. Depending on the complexity of your scene, it’s likely that you will have to go back and update materials to material instances.

FBX import seems to give you a “Material” that is a graph node where you can specify the inputs and logic to generate your material.

C4D creates a “Material Instance”. Basically a normal “Material”, probably predefined Datasmith material, was used with some custom graph and input parameters. This material can then be instanced and the users only see the list of parameters they can interact with without touching the underlying node graph.

Material instances are there to help making variation on an existing material.

I support @EliasWick comment that you should read a bit of doc and play a bit with materials and material isntances to feel comfortable with them.