Asset Editors
Double-click an asset in the Content Browser to open it. Each asset type has its own editor.
| Asset | Editor |
|---|---|
| Material | A node graph that compiles to a shader, with a live preview. |
| Material Instance | Override a base material’s parameters without recompiling. |
| Material Function | Reusable node groups for use inside materials. |
| Static Mesh | Inspect geometry, LODs, and material slots. |
| Skeletal Mesh / Skeleton | Preview a rigged mesh, inspect the bone hierarchy. |
| Animation | A timeline for clips, keyframes, and notifies. |
| Animation Graph | A state and blend graph that drives a character’s pose. |
| Particle System | Node-graph particle effects with a preview. |
| Geometry Collection | Fracture a mesh into chunks for destruction. |
| Physics Material | Friction, restitution, and density, see Physics. |
| Blackboard | Named, typed keys for AI and animation. |
| Data Asset / Schema | Author a data asset and the schema that defines its fields. |
| Entity Component Type | Define a new component type from the editor, no C++. |
| Prefab | Edit a saved entity hierarchy. |
Script (.luau) | A code editor with highlighting and autocomplete, see Scripting. |
UI (.rml / .rcss) | A markup and stylesheet editor with a live preview. |
| Texture / Font | Preview images and typefaces. |