Animation Toolbars

Regardless of what Animation Tool you are working in, each Editor will feature a Toolbar which can be located at the top, however, the options on the Toolbar will vary based on the type of Editor you are currently working in. The Toolbar is comprised of two main areas, the Asset Toolbar which contains several options related to the Editor you are working with and the Editor Toolbar which allows you to quickly switch between the different Animation Tool Editors.

Asset Toolbar

Located along the left side of the Toolbar are the options that are available based on the type of Editor you are working with, refer to the sections below:

Skeleton Editor Toolbar

SkeletonToolbar.png

The Skeleton Editor Toolbar is shown whenever you open Skeleton Assets and contains the following options:

Option Description
saveIcon.png Saves any changes made to the current Skeleton asset.
findincbIcon.png Opens the Content Browser and automatically navigates to the current Skeleton asset.
animnotifiesIcon.png Opens the Anim Notifies window that displays all the custom Animation Notifies for the current Skeleton.
retargetmanagerIcon.png Opens the Retarget Manager which allows you to manage your retarget sources, set up rigs and define retarged base poses for use with Animation Retargeting.
importmeshIcon.png Begins the FBX Skeletal Mesh Pipeline and allows you to import a new Skeletal Mesh for the current Skeleton.
makestaticmeshIcon.png Allows you to create a Static Mesh out of the current preview pose.

Skeletal Mesh Editor Toolbar

MeshToolbar.png

The Skeletal Mesh Editor Toolbar is shown whenever you open a Skeletal Mesh asset and contains the following options:

Option Description
saveIcon.png Saves any changes made to the current Skeletal Mesh asset.
findincbIcon.png Opens the Content Browser and automatically navigates to the current Skeletal Mesh asset.
reimportmeshIcon.png Allows you to reimport the current Skeletal Mesh and starts the FBX Import Process.
makestaticmeshIcon.png Allows you to create a Static Mesh out of the current preview pose.

Animation Editor Toolbar

AnimationToolbar.png

The Animation Editor Toolbar is shown whenever you open any animation assets (Animation Sequences, Anim Montages, Blend Spaces, etc.) and contains the following options:

Option Description
saveIcon.png Saves any changes made to the current animation asset.
findincbIcon.png Opens the Content Browser and automatically navigates to the current animation asset.
createassetIcon.png Allows you to create new animation assets based on the current Skeleton asset.
compressionIcon.png Allows you to apply different Compression settings to the animation (available for Animation Sequences).
keyIcon.png Allows you to add the current Bone Transform of a selected Bone to an Additive Layer Track.
applyIcon.png Applies Additive Layer Tracks to Runtime Animation Data.
makestaticmeshIcon.png Allows you to create a Static Mesh out of the current preview pose.

Animation Blueprint Editor Toolbar

AnimBPToolbar.png

The Animation Blueprint Editor Toolbar is shown whenever you open any Animation Blueprints and allows you to Save, Find the Animation Blueprint in the Content Browser or create a Static Mesh from the current preview pose. The rest of the options utilize the same functionality found in the normal Blueprint Editor Toolbar.

Please see the Blueprint Editor Toolbar page for more information on each option.

Editor Toolbar

Located along the right side of each editor toolbar is the Editor Toolbar which allows you to switch between each of the Animation Tool Editors.

The currently open editor will be highlighted:

skeletoneditoropen.png

When clicking one of the other Editors, the new tab will open and the new editor will be highlighted:

mesheditoropen.png

The Animation Editor includes an animation selection drop-down button next to the icon to quickly change the preview animation:

animationdropdownmenu.png

An * symbol in the lower left corner of the icon indicates that the asset has changes that have not been saved.

unsavedasset.png

Based on the assets in your project, some of the editors may not appear on the toolbar.

For example, if you have imported a Skeletal Mesh and created a Skeleton, but have no animations or Animation Blueprints, your toolbar may look like below.

limitedtoolbar.png

Creating an Animation Blueprint with the associated Skeleton and importing animations linked to the Skeleton will allow you to access the other editors for that asset.

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