Distance Field Toolkit
Distance Field Toolkit converts SVG artwork into SDF, PSDF, MSDF, or MTSDF texture assets inside Unreal using bundled native generators.
From source artwork to a UI material
Section titled “From source artwork to a UI material”The workbench manages source files, preparation diagnostics, batch generation, output naming, and destinations. Its preview stages let you inspect each part of the process:
- The original artwork.
- The prepared SVG.
- The generated distance-field output.
- The actual material rendering at different widget sizes.
Use the material preview to evaluate the final UI appearance alongside the intermediate texture. The toolkit includes a UI master material and a Blueprint/C++ factory with fill, outline, opacity, and softness controls.
Output types
Section titled “Output types”Choose SDF, PSDF, MSDF, or MTSDF for the distance-field representation your material workflow needs. Inspect the generated result and material rendering at representative widget sizes before settling on a recipe.
Presets and repeatable reimport
Section titled “Presets and repeatable reimport”Shareable presets cover generation, texture settings, naming, and workflow settings. Generated textures retain both their source and generation recipe so the same asset can be reimported repeatably.
Keep source artwork and the settings needed to reproduce an output available to the team. Review the generated asset alongside its intended material use when changing a shared recipe.
Batch workflows
Section titled “Batch workflows”Batch generation supports multiple sources in the workbench. Batch commandlets also support automated baking and audits, allowing repeated asset-generation work to be included in a development workflow.
Suggested first task
Section titled “Suggested first task”Start with one SVG icon. Inspect its preparation diagnostics, generate a texture, and compare the actual material rendering at the widget’s smallest and largest intended sizes. Save the working recipe as a preset, then use reimport to check a source-art revision.
Continue in the Material Library to organize the resulting material, or explore UI material nodes and reusable functions for scaling and composition.