Preview Scene Settings

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The Preview Scene Settings panel enables you to quickly assess what your assets will look like in multiple environments and light scenarios without having to set up these scenes within your level. Several different settings can be defined and applied from Skeletal Meshes to lighting and Post Process effects all within each of the Animation Tools inside the editor.

The location of the Preview Scene Settings panel can be found in the upper-right corner of the Animation Tool you are using.


If you close the Preview Scene Settings panel, you can re-enable it from the Window option from the tool bar.


You can also access the Preview Scene Setting panel from the Viewport Options drop-down menu.



This section is used to define the method in which to apply animation to the preview mesh.




Animation Mode

The method by which the preview is animated (Default, Reference Pose or Use Specific Animation).


The preview animation to use.


This section enables you to change the Skeletal Mesh used for previewing.




Preview Mesh (Animation)

The Skeletal Mesh to use for previewing.

Each type of asset, whether it's an Animation Sequence, Animation Blueprint, or a Skeleton can store and be overriden with different Preview Meshes. The order of overriding goes from Skeleton to Asset, so if an asset doesn't have an override, it defaults to the Skeleton's Preview Mesh.

Additional Meshes

This section enables you to include additional Skeletal Meshes to the preview scene as part of a Preview Mesh Collection.




Additional Meshes

The Preview Mesh Collection to use as included meshes for previewing.

Skeletal Meshes

The Skeletal Mesh assets that are included in the specified Preview Mesh Collection.

Preview Mesh Collections are useful when you have several Skeletal Meshes that are related (like components of a character). Preview Mesh Collections are also very flexible and support the use of unsaved assets within an unsaved collection. They can also be extended by projects that might need to interface with other systems that can "build" a Skeletal Mesh out of other Skeletal Mesh parts.


This section contains various settings that define the makeup of the viewport for previewing.




Profile Name

Name to identify the profile.

Shared Profile

Whether or not this profile should be stored in the project.ini file.

Directional Light Intensity

Manually set the directional light intensity (0.0 - 20.0).

Direction Light Color

Manually set the directional light color.

Sky Light Intensity

Manually set the sky light intensity (0.0 - 20.0).

Rotate Sky and Directional Lighting

Toggle rotating of the sky and directional lighting. Press K and drag for manual rotating of Sky and L for Directional Lighting.

Show Environment

Toggle visibility of the environment sphere.

Show Floor

Toggle visibility of the floor mesh.

Environment Cube Map

Sets the environment cube map used for sky lighting and reflections.

Post Processing Enabled

Whether or not the Post Processing should influence the scene.

Lighting Rig Rotation

Current rotation value of the sky in degrees (0 - 360).

Rotation Speed

Speed at which the sky rotates when rotating is toggled.

Your settings can be saved as a Profile and you can add and switch between Profiles from the Profiles menu at the bottom of the window.


Color Grading

This section includes various Color Grading options for the viewport.


Please see Color Grading and Filmic Tonemapper for more information.


This section includes the ability to apply various Post Processing effects to the viewport.


Please see Post Process Effects for more information.

Rendering Features

This section includes the ability to apply various lighting effects to the viewport.


Please see Lighting the Environment for more information.


In this section, you can define various Tone Mapping functions.


Please see Tone Mapping for more information.

Mobile Tonemapper

This section includes the ability to define Tone Mapping functions for mobile platforms.


Please see Post Process Effects on Mobile Platforms for more information.