Thumbnail Renderer

Credits

Thanks to Erlite from the Unreal Engine discord for helping me with some of the thumbnail property code.

There are three ways to override the thumbnail:

  1. Use the ThumbnailOverrides map in the config settings.

  2. Implement the I_AssetDetails interface and override GetThumbnail

  3. For blueprints, the system will look for any Texture2D variable with the name “ThumbnailOverride” (Advised to use soft reference). This is primarily used for Blueprint programmers.

  4. Use the ThumbnailOverride meta property specifier on a UTexture2D property to use for the thumbnail. (Advised to use soft reference).

The priority for what is chosen is also in the same order as above.

Example of a variable in a data asset using the metadata.
Blueprint asset assigning its own thumbnail

You can even reference .uasset files from C++ without having the variable be visible in the editor.

Bugs:

  • After installing the plugin, the thumbnail might not load until the asset is opened or reloaded. You will want to make any changes to it so you get the little asterisk label and save the asset.

  • Technically not a bug, but textures can be a very low LOD when first loaded. You will want to open the texture and set the TextureGroup to UI.

  • In some scenarios after setting the texture to null, the thumbnail won't update. You will want to right click the asset -> Asset Actions -> Press Clear Thumbnail

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