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Quick Start Workflow

Pick one small task that has a visible result. Use the guide for that tool, then inspect the resulting widget, asset, or capture before moving on.

  1. Edit a transform, opacity, or visibility channel in Animation Studio.
  2. Refine the curve and play the animation in its widget context.
  3. Review missing widget/property coverage with Animation Workbench.
  4. Use Anim Tools for a specific repair if the review finds damaged animation data.
  5. Connect runtime states and transitions with Animation state machines when the widget needs behavior over time.

Unsupported Studio track types remain editable in Sequencer. General FPS conversion and automatic project-wide animation migration are not implemented in Anim Tools.

  1. Find one material in the Material Library and review its catalog metadata.
  2. Use the Material Editor panels to inspect parameters, functions, reroutes, or texture usage.
  3. If the asset begins as SVG, generate a texture with Distance Field Toolkit and compare the actual material at different widget sizes.
  4. Review the source, settings, and output together before keeping the changes.

UI material nodes and functions support scaling and composition. UI particles provides a separate effect-authoring path.

Document one graph section with Graph Comments, export it with Quick Shot, or save a useful panel arrangement with Layout Presets.

Graph asset links are documentation references and do not automatically create cooking or migration dependencies.

Opt into collection with the Widget Profiler, reproduce one UI interaction, and inspect paint/prepass CPU time and related widget activity. Save a capture if you need a repeatable comparison.

Collection is unavailable in Test/Shipping builds. The profiler does not attribute GPU time or exact Blueprint execution time to individual widgets.