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This is a sample project and manual for Unreal Engine Data Assets Thumbnails plugin

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Data Assets Thumbnails for Unreal Engine

Table of content:

What is DAT plugin?

This plugin enhances the Content Browser by allowing you to set custom thumbnail images and colors for your Data Assets, making them easier to organize and identify.
It's ideal for games with hundreds or thousands of Data Assets like items, abilities, or weapons.
It helps to organize your assets visually.

Before Data Asset Thumbnails Plugin
prevplug

After Data Assets Thumbnails Plugin
afterplug

Where can I get this plugin?

From Fab: https://www.fab.com/listings/239dd3f5-602e-4453-b161-c06191659335

Where can I see it in action?

On YouTube: https://www.youtube.com/watch?v=qIrqWKTJ_nE

How to set a variable to be a Data Assets thumbnail?

Simply add Thumbnail meta tag to the property you want to use as a thumbnail.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "MyDataAsset.generated.h"

UCLASS(BlueprintType, Blueprintable)
class MYPROJECT_API UMyDataAsset : public UDataAsset
{
	GENERATED_BODY()

public:

	UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (Thumbnail))
	TObjectPtr<class UTexture2D> Icon;
};

How to set that variable using only BP?

If you define a variable inside of the PrimaryDataAsset and it is one of the supported type the Is Thumbnail checkbox can be selected to make that variable a thumbnail.
bpicon
det

Which assets can be used as a thumbnail?

  • UTexture2D hard and soft reference
  • Any UMaterialInterface child (UMaterial, UMaterialInstance, etc) hard and soft referece
  • FSlateBrush

What if I set multiple variables to be a thumbnail?

The first one found will be used as a thumbnail.

What if my thumbnail asset is inside of a struct?

Unfortunatelly we can't set meta tag inside of a struct, but there is a second way of defining which asset should be used as a thumbnail and this is by using IDataAssetWithThumbnail and by overriding GetAssetToRender_Implementation function.

#pragma once

#include "Engine/DataAsset.h"
#include "IDataAssetWithThumbnail.h"
#include "DATUtils.h"
#include "MyDataAsset.generated.h"

USTRUCT(BlueprintType)
struct FIconStruct
{
	GENERATED_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TObjectPtr<class UTexture2D> Icon;
};

UCLASS(BlueprintType, Blueprintable)
class MYPROJECT_API UMyDataAsset : public UDataAsset, public IDataAssetWithThumbnail
{
	GENERATED_BODY()

public:

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FIconStruct IconStruct;

	UObject* GetAssetToRender_Implementation() const override
	{
		return FDATUtils::GetRenderObjectFromObject(IconStruct.Icon);
	}
};

Will it work in BP too?

Yes it will!

interface

How to setup default Data Assets color and icon?

Go to Project Settings -> Plugins -> Data Assets Thumbnails and fill up the Global Overrides

settings

deficonsshowcase

What if thumbnail don't want to change?

Remember that in order to render a thumbnail an asset must be saved and compiled. Sometimes you need to go out from a directory and enter again.
If everything fails, you can try to refresh a thumbnail, by right clicking the asset and selecting Asset Actions -> Refresh Thumbnails.
You can also refresh multiple thumbnails by right-click on a directory and select Refresh Thumbnails.

image refrall

How can I get support?

This page consists all of the knowledge you should have to use this plugin.
However, if you have any questions or bug reports you can:

Special thanks

I want to say thanks to Monika, for everlasting support and that she always believes in me, and to Patrick, for always encouraging me to get my shit done :)

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This is a sample project and manual for Unreal Engine Data Assets Thumbnails plugin

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