Texture parameters can be changed by String attributes. To use an existing unreal texture asset, you can simply use the asset's unreal path ( obtained by right clicking on it and choosing Copy Reference ). To use a texture generated by the current Houdini Asset, you have two options. First, if your asset generates only one material, you can simply set the attribute to the material channel you want to use (basecolor (or diffuse), normal, specular, roughness, emissive, metallic, opacitymask.. ). If your assets generates multiple materials, then you need to add the relative path to the SHOP node (or principled shader node) that generates the material before the desired channel. ( for example "testgeometry_squab1/shopnet1/SquabSkin/diffuse" ). Please note that this path is relative to your asset node.