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Each of the Animation Tools contains a Viewport window which allows you to preview playback of your animation assets.
The Viewport consists of a View Options toolbar (1), a Movement toolbar (2), and a 3D perspective viewport of your currently selected Skeletal Mesh asset (3).
View Options Toolbar
The View Options Toolbar contains a series of buttons that hold options for what is displayed (and how it is displayed) in the viewport.
Scene Setup
The Scene Setup button provides the following options:
Option |
Description |
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Scene Setup |
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Preview Scene Settings |
Allows you to alter lighting and post processing for the viewport. |
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Floor Height Offset |
A height offset for the floor mesh. This is stored per-mesh. |
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Auto Align Floor to Mesh |
This auto-aligns the floor mesh to the bounds of the mesh. |
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Turn Table |
Enables you to set up auto-rotation features. |
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Camera |
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Focus Selected |
Moves the camera in front of the selection. |
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Camera Follow Mode |
Sets various Camera Follow Modes. |
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Field of View |
Adjust the viewport's field of view. |
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Default Camera |
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Jump to Default Camera |
If a default camera is set, this will jump to its current position. |
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Save Camera as Default |
Saves the current camera as the default for this mesh. |
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Clear Default Camera |
Clears the default camera that is saved as default for this mesh. |
You can use the Camera Follow Mode settings to set the camera to follow a specific bone or to Free Roam around the Viewport.
Perspective
The Perspective button provides the following options:
Option |
Description |
---|---|
Perspective |
Switches the viewport to perspective view (this is the default setting). |
Top |
Switches the viewport to top orthographic view. |
Bottom |
Switches the viewport to bottom orthographic view. |
Left |
Switches the viewport to left orthographic view. |
Right |
Switches the viewport to right orthographic view. |
Front |
Switches the viewport to front orthographic view. |
Back |
Switches the viewport to back orthographic view. |
View Mode
The View Mode Button provides the following options:
Option |
Description |
---|---|
Lit |
Renders the scene with normal lighting (this is the default setting). |
Unlit |
Renders the scene with no lighting. |
Wireframe |
Renders the scene in brush wireframe. |
Detail Lighting |
Renders the scene with detail lighting only. |
Lighting Only |
Renders the scene with lights only, no textures. |
Reflections |
Renders the scene with reflections only. |
Optimization View Modes |
Allows you to select from different optimization visualizers. |
Exposure |
Use automatic exposure or set a fixed exposure value. |
Show
The Show button provides the following options:
Option |
Description |
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---|---|---|
General Show Flags |
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Anti-Aliasing |
Toggles whether anti-aliasing should be used in the viewport. |
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Collision |
Toggles whether collision shapes are shown in the viewport. |
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Grid |
Toggles whether the grid should be shown in the viewport. |
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Particle Sprites |
Toggles whether particle sprites are shown in the viewport. |
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Translucency |
Toggles whether translucent materials are shown in the viewport. |
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All Show Flags |
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Post Processing |
Toggles some of the common Post Processing features in the viewport. |
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Lighting Components |
Toggles common lighting components in the viewport, such as Ambient Occlusion, Bloom, and Eye Adaptation (Auto-Exposure). |
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Lighting Features |
Toggles common lighting features in the viewport, such as reflections, light shafts, and screen space effects. |
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Developer |
Toggles Developer features in the viewport, such as Refraction. |
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Advanced |
Toggles advanced features in the viewport, such as bone selection, deferred lighting, and Temporal Anti-Aliasing. |
Character
The Character button provides the following options to control character-related rendering options:
Option |
Description |
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---|---|---|
Mesh |
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Retarget Base Pose |
Shows retaret Base post on preview mesh. |
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Bound |
Shows bounds on the preview mesh. |
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In-game Bounds |
Use in-game bounds on the preview mesh when Bounds is enabled. Otherwise, bounds will always be calculated from bones alone. |
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Fixed Bounds |
Uses bounds from the Skeletal Mesh and not from the bounds, for speed, when Bounds is enabled. |
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Pre-skinned Bounds |
Uses local space pre-skinned (Base Pose) bounds from the Skeletal Mesh when Bounds is enabled. This option overrides all other bounds preview settings. |
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Mesh |
Shows the preview mesh in the viewport. |
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Morph Target |
Displays applied morph targets of the mesh in the viewport. |
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Mesh Info |
Displays selected mesh information in the viewport:
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Mesh Overlay Drawing |
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Animation |
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Process Root Motion |
Moves preview mesh based on animation's root motion. |
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Uncompressed Animation |
Displays Skeleton with uncompressed animation data. |
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Non-Retargeted Animation |
Displays Skeleton with non-retarged animation data. |
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Additive Base |
Displays Skeleton in additive Base Pose. |
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Source Animation |
Displays Skeleton in source raw animation if you have track curves modified. |
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Baked Animation |
Displays Skeleton in baked raw animation if you have track curves modified. |
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Disable Post Process |
Disables the evaluation of post process Animation Blueprints on the preview instance. |
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Skin Weight Profiles |
Use the dropdown to assign available Skin Weight Profiles to the preview mesh. |
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Bones |
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Sockets |
Displays socket hitpoints. |
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Bone Names |
Displays bone names in the viewport. |
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Bone Drawing |
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Clothing |
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Enable Cloth Simulation |
Shows simulated cloth mesh. |
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Reset Cloth Simulation |
Resets simulated cloth to its initial state. |
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Wind Strength |
Change the gravity scale in the viewport for cloth meshes. |
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Gravity Scale |
Change the wind strength in the viewport for cloth meshes. |
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Collide with Cloth Children |
Enables collision detection between collision primitives in the base mesh and clothing on any attachments in the preview scene. |
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Pause with Animation |
If enabled, the clothing simulation will pause when the animation is paused using the scrub panel. |
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Section Display Mode |
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Physical Mesh |
Draws the current physical mesh result. |
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Simulation Normals |
Draws the current Normals for the simulation mesh. |
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Collisions |
Draws the collision bodies the simulation is currently using. |
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Backstops |
Draws the backstop offset for each simulation particle. |
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Max Distances |
Draws the current max distances for the simulation particles as a line along its Normal. |
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Self Collision Radii |
Draws the self-collision radius for each particle if self collision is enabled. |
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Anim Drive |
Draws the current skinned reference mesh for the simulation which animation drives will attempt to reach, if enabled. |
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Audio |
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Mute Audio |
Mute audio from the preview. |
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Use Audio Attenuation |
Use audio attenuation when playing back audio in the preview. |
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Advanced |
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UV Visualization |
Select a UV to visualize. |
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CPU Skinning |
Toggles display of CPU skinning in the viewport. |
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Vertex Normal Visualization |
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Hierarchy Local Axes |
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Physics
The Physics button provides the following options:
Option |
Description |
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Anim |
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Physics Bend |
Lets you manually control the physics and animation. |
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Update Joint from Animations |
When enabled, any joints will update from its animations while simulating. |
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Physics Update Mode |
Determines whether the simulations of the root body also updates the component transform. |
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Poke Pause Time |
The time between poking the ragdoll and starting to blend back. |
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Poke Blend Time |
The time that is taken to blend from physics to the animation. |
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Simulation |
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Grav Scale |
Scale factor for the gravity used while simulating. |
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Gravity Override Z |
Sets the gravity override used while simulating. |
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Max FPS |
The max frames per second (FPS) for simulation in the Physics Asset Editor. This is helpful for targeting the same FPS as your game. A value of -1 will disable any value that is already set for Max FPS, whether that be in the Project Settings or Configuration (.ini) file. |
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Mouse Spring |
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Handle Linear Damping |
Linear damping for mouse spring forces. |
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Handle Linear Stiffness |
Linear stiffness for mouse spring forces. |
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Handle Angular Damping |
Angular damping for mouse springs forces. |
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Handle Angular Stiffness |
Angular stiffness for mouse spring forces. |
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Interpolation Speed |
How quickly interpolation takes place for the physics target transform for mouse spring forces. |
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Poking |
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Poke Strength |
The strength of the impulse used when poking with left mouse button. |
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Clothing |
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Reset Cloth when Simulating |
When toggled, cloth with reset each time Simulation mode is used. |
Preview LODs
The Preview LODs button provides the following options:
Option |
Description |
---|---|
LOD Auto |
Automatically selects the Level Of Detail (LOD) (this is the default setting). |
LOD 0 |
Selects LOD 0 as the LOD. |
Playback Speed
The Playback Speed button provides the following options:
Option |
Description |
---|---|
x0.1 |
Sets the playback speed to 0.1. |
x0.25 |
Sets the playback speed to 0.25. |
x0.5 |
Sets the playback speed to 0.5. |
x1.0 |
Sets the playback speed to 1.0 (this is the default setting). |
x2.0 |
Sets the playback speed to 2.0. |
x5.0 |
Sets the playback speed to 5.0. |
x10.0 |
Sets the playback speed to 10.0. |
Movement Toolbar
The Movement Toolbar contains a collection of tools for moving, rotating, or scaling bones as well as how they are moved, rotated, or scaled with Grid Snapping. This toolbar also has an option for setting the relative coordinate system for movement or rotation as well as an option to set the camera movement speed when moving around in the viewport.
Option |
Description |
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Translates skeletal bones. |
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Rotates skeletal bones. |
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The last option scales skeletal bones (if applicable). |
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Sets the relative coordinate system for moving and rotating the mesh (World or Local). |
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Enables or disables snapping to the grid when dragging objects around and the Position Grid Snap value. |
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Enables or disables snapping to the grid when rotating objects around and the Rotation Grid Snap value. |
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Enables or disables snapping to the grid when scaling objects and the Scale Grid Snap value. |
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Adjust the speed of the camera while moving around in the viewport. |
Viewport
The Viewport displays a preview of the Skeletal Mesh and any options set in the Viewport Options Toolbar.
Property Pinning
Inside the Viewport, the options under the View Options, Character, LOD Options and Playback Speed Options **can be pinned to the toolbar for easier access by shift-clicking on the desired option.