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Copying materials

Everything here runs on UE5's own clipboard. When you copy nodes in the Material Editor, the engine writes the graph to your clipboard as plain text. Nodestrand reads and writes that same text. No plugin, no files.

01

Into UE5

  1. 01

    Copy

    On a material page, hit Copy. The whole graph is on your clipboard now.

  2. 02

    Open a material

    In UE5, open any material in the Material Editor, or create a new one in the Content Browser and open that.

  3. 03

    Paste

    Click an empty spot in the graph and press Ctrl+V. The nodes land at your cursor.

  4. 04

    Hook up the output

    Wire the final pins into your material's output node. The output node belongs to the asset itself, so those last connections don't travel with the paste.

Asset settings don't travel

Blend mode, shading model, and material domain live on the material asset, not in the graph. If a material needs them changed, its description will say so; set them in the Details panel. A post process material does nothing until Material Domain is set to Post Process.

Textures don't travel either

The clipboard carries nodes, not assets. Texture Sample nodes will point at textures you don't have and fall back to defaults. Assign your own after pasting.

02

Out of UE5

  1. 01

    Select the nodes

    In the Material Editor, drag a box around the nodes you want, or Ctrl+A for everything. Don't copy the asset in the Content Browser: that puts a file path on your clipboard, not the graph.

  2. 02

    Copy

    Press Ctrl+C.

  3. 03

    Paste in the editor

    Open the editor, click the canvas, press Ctrl+V. The graph renders in the browser.

  4. 04

    Publish if you want

    Hit Publish to put it in the library, or just use the editor as a scratchpad. Nothing goes public without the publish form.

03

Versions

Every material lists the UE versions its creator tested, 5.3 through 5.7. That table on the material page is the source of truth. Pasting into an untested version usually works for plain graphs, but anything built on newer engine features (Substrate is the big one) won't rebuild on older engines. If something looks wrong after a paste, start with Troubleshooting.

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