Animation Viewports

Choose your OS:

Each of the Animation Tools contains a Viewport window which allows you to preview playback of your animation assets.

viewport01.png

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:

SceneSetup.png

Option

Description

Scene Setup

Preview Scene Settings

Allows you to alter lighting and post processing settings for the viewport.

Floor Height Offset

A height offset for the floor mesh. This is stored per-mesh.

Auto Align Floor to Mesh

This auto-aligns the floor mesh to the bounds of the mesh.

Camera

Camera Follow

Follow the bound of the mesh.

Focus Selected

Moves the camera in front of the selection.

Field of View

Adjust the viewports field of view.

Default Camera

Jump to Default Camera

If a default camera is set, this will jump to its current position.

Save Camera as Default

Saves the current camera as the default for this mesh.

Clear Default Camera

Clears the default camera that is saved as default for this mesh.

Perspective

The Perspective button provides the following options:

perspectivemode.png

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:

viewmodebutton.png

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:

showmenu.png

Option

Description

General Show Flags

Grid

Toggles whether the grid should be shown in the viewport.

Physics Rendering

Mass Properties

Shows mass properties for physics bodies when Simulate is enabled.

Mesh

Sets how the mesh should be drawn when editing and when simulating.

Bodies

Shows physic bodies related options.

Only Selected Solid

Only selected collision bodies will be displayed as "solid."

Collision Opacity

Enables the transparency of the collision bodies to be adjusted.

Body Drawing

Sets how collision bodies should be drawn for editing in the viewport or when simulating.

Constraints

Shows constraint related options.

Draw Constraints As Points

When enabled, constraints will be drawn as points in the viewport.

Constraint Scale

Scales the constraints in the viewport.

Constraint Drawing

Sets how constraints should be drawn in the viewport; none, limits, or positions.

Scene Elements

Mesh

Shows mesh related options.

Retarget Base Pose

Shows the Retargeted Base Pose on the preview mesh.

Bound

Shows the Bounds volume on the preview mesh.

In-Game Bound

Whether or not to use the in-game bounds on the preview mesh.

Mesh

Shows the preview mesh.

MorphTargets

Whether or not to display any applied Morph Targets on the preview mesh.

Vertex Colors

Whether or not to display any painted Vertex Colors on the preview mesh.

Mesh Info

How mesh info should be displayed in the viewport.

Mesh Overlay Drawing

How the mesh should be displayed while in the viewport.

Animation

Shows animation related options.

Root Motion

Moves the preview based on the animation's root motion.

Uncompressed Animation

Displays the skeleton with uncompressed animation data.

NonRetargeted Animation

Displays the skeleton with non-retargeted animation data.

Additive Base

Displays the skeleton in an additive base pose.

Source Animation

Display the Skeleton with uncompressed animation data.

Baked Animation

Display the Skeleton with non-retargeted animation data.

Bones

Shows the bones related options.

Sockets

Display socket hitpoints.

Bone Names

Display Bone Names of the skeleton in the viewport.

Bone Drawing

Used to display Bone Weighting or Morph Target Vertices on the preview mesh.

Clothing

Shows the clothing related options.

Disable Cloth Simulation

Disable cloth simulation and show non-simulated mesh.

Apply Wind

Applies wind to clothing simulation.

Wind Strength

Sets the strength of the wind for when Apply Wind is enabled.

Gravity Scale

Sets the gravity scale to apply to clothing for simulation.

Collide with Cloth Children

Enables collision detection between collision primitives in the base mesh and clothing on any attachments in the preview scene.

Pause with Animation

When enabled, the clothing simulation will pause when the animation is paused using the scrub panel.

Sections Display Mode

Sets how clothing should be displayed in the viewport.

Visualizations

Enables visualization of different clothing properties.

Advanced

Shows the advanced related options.

UV

Toggles display of the mesh's UVs for the specified channel.

Skinning

Toggles display of CPU skinning in the viewport.

Vertex Normal Visualization

Enables visualization of the Vert Normals, Tangents, and Binormals in the viewport.

Hierarchy Local Axes

Sets how the hierarchy local axes should be displayed for bones; all , selected only, or none.

Other Flags

Mute Audio

Mutes audio from the preview.

Use Audio Attenuation

Use audio attenuation when playing back audio in the preview.

Physics

The Physics button provides the following options:

PhysicsMenu.png

Option

Description

Anim

Physics Bend

Lets you manually control the physics and animation.

Update Joint from Animations

When enabled, any joints will update from its animations while simulating.

Physics Update Mode

Determines whether the simulations of the root body also updates the component transform.

Poke Pause Time

The time between poking the ragdoll and starting to blend back.

Poke Blend Time

The time that is taken to blend from physics to the animation.

Simulation

Grav Scale

Scale factor for the gravity used while simulating.

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 a set Max FPS.

Mouse Spring

Handle Linear Damping

Linear damping for mouse spring forces.

Handle Linear Stiffness

Linear stiffness for mouse spring forces.

Handle Angular Damping

Angular damping for mouse springs forces.

Handle Angular Stiffness

Angular stiffness for mouse spring forces.

Interpolation Speed

How quickly interpolation takes place for the physics target transform for mouse spring forces.

Poking

Poke Strength

The strength of the impulse used when poking with left mouse button.

Preview LODs

The Preview LODs button provides the following options:

lodmenu.png

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:

playbackspeed.png

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

Persona_Translate.png

Translates skeletal bones.

Persona_Rotate.png

Rotates skeletal bones.

Persona_Scale.png

The last option scales skeletal bones (if applicable).

Persona_World.png button_Persona_Local.png

Sets the relative coordinate system for moving and rotating the mesh (World or Local).

Persona_GridSnap.png

Enables or disables snapping to the grid when dragging objects around and the Position Grid Snap value.

Persona_RotationSnap.png

Enables or disables snapping to the grid when rotating objects around and the Rotation Grid Snap value.

Persona_ScaleSnapping.png

Enables or disables snapping to the grid when scaling objects and the Scale Grid Snap value.

Persona_CameraMoveSpeed.png

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.

Viewport Panel

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