Re-using Material Node Outputs with Reroute Nodes in Unreal Engine

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Node graphs can get large and insane fast, and often it’s not feasible to drag wires across long distances and into multiple nodes. It’s impossible to decipher relatively simple stuff we’ve done weeks ago, only because the node setup got a little out of hand. That’s where Named Reroute Declaration Nodes come in.

They’re really simple to setup. Drag off the node output you want to use elsewhere, then find the Reroute Declaration node.

UE will give it a random colour and you can give it a memorable name (I’ll call mine Tiling as it’s descriptive and simple).

Next, drag off the input you’d like your value to arrive and either search for your named node, or open the top section called Named Reroutes.

Now you have an invisible connection between the two. You can use it as many times as you like and over long distances. I wish more asset creators would use these to make node graphs more readable.



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