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Everything you need to know to get started with Materials in Unreal Engine 5
Updated on Sep, 2026
Programming, Game Development, Unreal Engine
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Part 1 of this course covers a holistic overview of the Material Editor in Unreal 5 - from Material Types and Blend Modes to individual Math Nodes and Input Data, focusing on not just the how to do things but also the Why and looking at the underlying logic and math behind what the engine is doing. Covering how to build up your own Material Functions and build that into your workflow to produce powerful and flexible Materials. We also take a deep dive into UVs - how they work in the engine and how we can take that knowledge and produce effects such as Distortion, Animation, and Parallax Occlusion Mapping.
Part 2 of the course then takes this knowledge and applies it to Environmental Materials, covering:
Master Materials and some best practices in how to build them,
Decals and their various blend modes - as well as more complex effects such as Angle Based Masking and Custom Decal responses,
Vertex Painting to blend between material types,
various approaches to make Landscape Materials and using RVTs to blend objects into them,
the new Layered Materials system
how to use Input Data to automate variation in materials and create angle-based effects such as Snow.
Check out the detailed breakdown of what’s inside the course
I have over 12 years experience as a Realtime VFX artist working in Video Games on projects such as Gears of War Remastered and the Sniper Elite series, including over 5 years of teaching Unreal at a Masters Degree Level.
I have an active Youtube channel where I create tutorials for Game Development as well as longer courses.
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