Content Browser
The Content Browser shows your project’s content, which lives under
Game/Content/ and is addressed as /Game/Content/. Toggle it with
Ctrl+Space. Engine and plugin content appear under their own mounts, see
Content paths.
Browsing
Section titled “Browsing”Folders on one side, assets on the other. Double-click an asset to open it in its editor, or double-click a folder to enter it.
Creating assets
Section titled “Creating assets”Right-click in the browser to create a new asset, a material, a physics material, a data asset, an entity component type, and so on. It lands in the current folder.
Importing
Section titled “Importing”Drop a source file into the browser (or onto the viewport) to import it, whether models
(.gltf, .glb, .fbx, .obj), textures (.png, .jpg, .jpeg, .hdr),
and fonts (.ttf, .otf). The file is converted into an engine asset and
appears right away. For import options and texture color space, see the
Asset Pipeline.
Using assets
Section titled “Using assets”- Drag a mesh or prefab into the viewport or outliner to spawn an entity from it.
- Drag an asset onto a property in the Details panel to assign it, for example a mesh onto a Static Mesh slot, or a material onto a material slot.
Managing assets
Section titled “Managing assets”Right-click an asset for the operations that change it: Rename (F2), Duplicate, Replace References…, and Delete. Renaming and moving are safe, deleting something that is still in use prompts you first.
For what each one does and how to avoid breaking references, see Managing Assets.