01 / Animation
Organize Widget Blueprint behavior into states and transitions, with Blueprint and C++ controls, live debugging and test tools.
Capabilities and scope: Animation state machines
Organizes Widget Blueprint behavior into named states and transitions, with Blueprint and C++ controls. Supports looping, reverse and ping-pong playback, interruption priorities, delayed transitions, completion events, history, nested machines and parallel animation tracks.
Integrations cover Enhanced Input, mapping contexts, focus, Gameplay Tags, forwarded Gameplay Ability System events, view-model properties and Sequencer. Automatic ticking, snapshots and reduced-motion behavior are included.
Its editor provides graph authoring, common UI presets, validation, live debugging, transition breakpoints, test sequences, coverage, fuzz testing and definition comparisons. Transition blending exposes callbacks and blend values for widget-controlled crossfades.
Read the documentation ↗ 02 / Animation
Edit native Widget Blueprint keyframes and curves in a synchronized timeline and Curve Editor, with undo/redo and Sequencer integration.
Capabilities and scope: Animation Studio
Provides direct keyframe and curve editing for native Widget Blueprint animations. A hierarchy-based timeline supports transform, opacity and visibility channels, playback, snapping, filtering and standard key editing operations.
The synchronized Curve Editor supports interpolation, tangent editing and weighted tangents. Changes use Unreal’s native animation data, with undo/redo and Sequencer integration. Unsupported track types remain editable through Sequencer.
Read the documentation ↗ 03 / Animation
Review the complete widget hierarchy, compare clips, find coverage gaps and apply scoped animation repairs.
Capabilities and scope: Animation Workbench
Reviews animation coverage across the complete widget hierarchy, including widgets without keys. Its coverage matrix, animation library and clip comparisons identify missing properties, inconsistent structure, timing differences, orphaned bindings and end-state issues.
Authors can add standard channels, adopt reviewed comparison structure, copy timing or values, and apply scoped repairs. An optional bridge connects animations to state-machine definitions.
Read the documentation ↗ 04 / Animation
Inspect and clean animation data with 18 focused panels, supported repairs, backup preparation and copyable reports.
Capabilities and scope: Animation diagnostics and repair
Anim Tools contains 18 focused inspection and cleanup panels covering redundant keys, tangents, references, material parameters, widget bindings, unused tracks, playback ranges, event tracks and state compatibility.
Supported repairs include key cleanup, binding remapping, tangent normalization and explicit track/channel removal, with undo, backup preparation and copyable reports. Some panels are inspection-only; general FPS conversion and automatic project-wide animation migration are not implemented.
Read the documentation ↗ 05 / Materials
Browse and organize materials, manage parameters and functions, and inspect graphs with dedicated editor tools.
Capabilities and scope: Material Library and Material Editor tools
The Material Library provides searchable material browsing, previews, favorites, collections, tags, ownership/status metadata, configurable schemas and source-control-aware catalog editing.
Dedicated editor panels support parameter naming, grouping, defaults and ordering; material-function input/output management; named reroute navigation and cleanup; texture usage; transitive function dependencies; and UI compliance checks.
Common Nodes and Node Bindings+ provide configurable node palettes, shortcuts and a held-key chooser. Particle Preview supplies synthetic particle data for material testing. Custom Node Validator and Graph Heuristics provide advisory checks and limited repairs; their findings do not establish shader compilation success or GPU cost.
Read the documentation ↗ 06 / Materials
Build scalable UI materials with N-Slice, shared UI scale, particle data, reusable functions and generated sample materials.
Capabilities and scope: UI material nodes and reusable functions
N-Slice extends nine-slice scaling to configurable grids, with fixed, stretch and repeat behavior per region, repeat thresholds and sizing in widget units or screen pixels. Its editor includes visual cut positioning, previews and presets.
Global UI Scale exposes shared DPI and HUD-scale values to materials. Particle Data Texture exposes particle properties for material-driven effects.
Checked-in functions provide Scale To Fit, Scale To Fill and Linear Gradient. An additional generator creates project-owned Glow, Sparks, Trails and Noise Motes material samples.
Read the documentation ↗ 07 / Materials
Convert SVG artwork into SDF, PSDF, MSDF or MTSDF textures with material previews and repeatable reimport.
Capabilities and scope: Distance Field Toolkit
Converts SVG artwork into SDF, PSDF, MSDF or MTSDF texture assets using bundled native generators.
The workbench manages source files, preparation diagnostics, batch generation, output naming and destinations. Preview stages show the original artwork, prepared SVG, distance-field output and actual material rendering at different widget sizes.
Shareable presets cover generation, textures, naming and workflow settings. Generated textures retain their source and generation recipe for repeatable reimport. A shipped UI master material and Blueprint/C++ factory provide fill, outline, opacity and softness controls. Batch commandlets support automated baking and audits.
Read the documentation ↗ 08 / Runtime effects
Run deterministic CPU particle effects in UMG and Slate, with an optional, bounded Niagara conversion workflow.
Capabilities and scope: UI particles and Niagara migration
Runs deterministic CPU particle effects directly in UMG/Slate. Layered effect assets support configurable spawning, bursts, lifetime, velocity, gravity, drag, wind, pointer interaction, tint and material variation.
Rendering supports sprites, approximate distance-field circles, custom material quads and pre-rendered texture plates. The editor includes starter effects, layer controls, presets, snippets and diagnostics. Runtime controls include activation, resets, bursts, budgets, culling and reduced-motion profiles.
An optional Niagara extension converts supported renderer and parameter information into editable UI particle layers, with confidence reports and parity tools. It does not reproduce arbitrary Niagara graphs, GPU simulation or ribbons.
Read the documentation ↗ 10 / Graph workflow
Capture complete graphs as detailed PNGs and optionally align supported nodes with the Strict Grid Renderer.
Capabilities and scope: Graph capture and alignment
Quick Shot exports the active graph or selected nodes as full-detail PNGs, including offscreen content. It supports configurable padding, scale, transparency, comments, previews and image clipboard output. Large graphs use tiled rendering.
The optional Strict Grid Renderer aligns supported node positions, dimensions, titles and pin rows to a configurable grid. Specialized node controls retain their native behavior where appropriate.
Read the documentation ↗ 11 / Editor workflow
Save, restore and share panel arrangements across compatible asset editors, with recovery and display correction.
Capabilities and scope: Asset editor layout presets
Saves, restores and shares panel arrangements for supported asset editors. Presets account for asset type, editor family and workflow mode.
The manager supports naming, ordering, previews, import/export and defaults. A layout can be applied across compatible open editors and made the default for future instances. Undo, missing-panel recovery, display/DPI correction and protection against conflicting library writes are included.
Read the documentation ↗ 12 / Profiling
Measure widget paint and prepass CPU time, inspect hierarchies, save captures and compare regressions.
Capabilities and scope: Slate and UMG performance profiling
Measures live widget paint and prepass CPU time, update activity, invalidations, emitted draw elements and geometry changes. Results can be inspected through authored UMG hierarchies or native Slate hierarchies, with widget picking and highlighting.
Includes ranked diagnostic findings, material/resource inspection, compiled material statistics, rolling history, persistent captures, recoverable sessions, regression comparisons, JSON/CSV export and Unreal Insights trace integration.
A dedicated editor window and in-game panels share the profiler. Collection is opt-in and unavailable in Test/Shipping builds. Measurements distinguish CPU phases; they do not assign GPU time or exact Blueprint execution time to individual widgets.
Read the documentation ↗ 13 / Editor workflow
Use shared editor themes and help settings, experimental inspectors, and source build and packaging tools.
Capabilities and scope: Shared editor presentation and development tooling
Provides consistent editor styling through Editor Native, UI Foundry Dark and High Contrast themes, with live color overrides and a shared verbose-help preference.
Experimental Color and Slate Inspectors expose sampled colors, widget paths, geometry and state; their current screen-sampling implementation is Windows-specific.
Source-development tooling covers engine selection, incremental builds, packaging, package inspection, selected-engine installation and automated repository checks.
Read the documentation ↗