Description
A feature I found to be quite missing from the base editor was this : being able to easily and quickly set icons for blueprints in the content browser.
When you have lots of items, skills, and other kinds of objects of this sort that are represented in game with a Texture2D, it’s pretty sad to have them shown as a white circle in the editor. Hence, I made this plugin!
The setup is pretty easy, it’s compatible with any projects whether it uses C++ or Blueprints, and can quickly be set on an existing project.
In your blueprint (e.g. the parent blueprint of all the skills/items), click the Class Settings button and add the IconThumbnailInterface. Then, double click the Get Icon function on the left panel.
There, you can return any Texture2D as the thumbnail.
Please refer to the explanatory screenshot above for more details.
Please add the module in your dependencies (i.e. in your ProjectName.build.cs file), like so for example :
Then implement the IIconThumbnailInterface in your class and override GetIcon_Implementation() to return the UTexture2D you want as the thumbnail.
You can now also tint your icons with an RGB color, with a new Get Tint method/function, usable in the same way as the Get Icon method/function.
The plugin now also works with DataAssets.
If you need these features for an older version of the engine, feel free to contact me about it and I’ll send a patch to you.
A lot of people have been getting this little plugin (way more than I expected, to be honest) but nobody left any note 🙁
Do feel free to leave one if you appreciate it, want something added, etc.
Thank you very much!
Technical Details
Code Modules:
Number of Blueprints: 0
Number of C++ Classes: 4
Network Replicated: No
Supported Development Platforms: Win64, Win32, MacOS & Linux
Supported Target Build Platforms: Editor
Documentation: See screenshot and description
Supported Engine Versions
4.23 – 4.27, 5.0 – 5.3