Any creator can easily access thousands (infinite?) of customizable materials in UEFN, by importing assets from the Content Library into your game and repurposing the materials that come with those assets.
The materials show up inside the folder of the Content Library asset. They also show up in the materials search in the Details Panel for meshes. I created a folder to save my favorites.
You can even create Material Instances of those materials, to change the color, rough, metallic or other properties. Then you can use that new altered material on the object it came from, and the UVs will be lined up perfectly. For example you could make a green tree turn autumn orange. Or you can use your new Material Instance on anything you’d like.
Glad I could help!!! I’ve done a huge deep dive into materials in the weeks since I posted this, so I have a better grasp of how to tweak the Material Instances that come with the Content Library assets. Something to note is that not only can you reuse the whole material for your own assets, you can also grab textures from it, like the base color or normal map. And then you can swap that texture out into any other editable material or material instance instance you’ve got.
This particular brick normal isn’t the best though, because the texture tiling has a weird seam on it because of the shape of the mesh it’s from. You have to test stuff out. Ideally what you want is a texture that tiles seamlessly.
Hey Ray! Thanks! I was dipping into my Core skills - grabbing materials off of objects and reusing them in unexpected ways. I probably won’t use these tips much myself anymore since I shifted to creating all my materials/textures from scratch. But Content Library materials are a good thing for creators to be aware of. Someday I hope to see some standalone customizable materials for creators in the Content Library or elsewhere in UEFN. Is that planned?