Preview Scene Settings
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.
Animation
This section is used to define the method in which to apply animation to the preview mesh.
Option |
Description |
---|---|
Animation Mode |
The method by which the preview is animated (Default, Reference Pose or Use Specific Animation). |
Animation |
The preview animation to use. |
Mesh
This section enables you to change the Skeletal Mesh used for previewing.
Option |
Description |
---|---|
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.
Option |
Description |
---|---|
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.
Settings
This section contains various settings that define the makeup of the viewport for previewing.
Option |
Description |
---|---|
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.
Lens
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.
Tonemapper
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.