![]() The Debug Safe Zone mode is on by default in UMG which enables the red "unsafe" zone area to be represented.įor some devices, there are now custom "unsafe" zones represented within the Designer graph. Here is an example of the two view modes: This option will be grayed out when the device selected doesn't support orientation shifting. If the device supports screen orientation, like a phone or tablet, use the Portrait/Landscape button to swap between the two view modes. To test the screen resolution of a device, use the UMG Designer viewport to select the Screen Size dropdown and select from the listed devices. In UMG (or for Play-in-Editor settings), the screen sizes chosen are now linked with Device Profiles which also takes into account the Mobile Content Scale Factor, meaning that the final resolution and DPI scale will change based on the selected device. Setting and Testing Safe Zone Resolutions This can be seen in the example, with the "My Menu" title text. This prevents widgets from being cut off at the screen edge deemed "unsafe". When the widgets are parented to a Safe Zone widget, the child widgets will scale to the safe zone area. This creates a new instance of the Content Browser, but you can still open a new Content Drawer.In this example, a 1080p display has a Uniform Safe Zone area of 0.9 (red) for testing and debugging purposes. To keep it open, click the Dock in Layout button. The Content Drawer automatically minimizes when it loses focus (that is, when you click away from it). ![]() Use the Ctrl + Space Bar (Windows) or Cmd + Space Bar (macOS) keyboard shortcut. To open it, either:Ĭlick the Content Drawer button on the bottom bar of the editor. The Content Drawer is a special instance of the Content Browser with slightly different behavior. You can also right-click the Content Browser tab and select Move to Sidebar, which will collapse the Content Browser to a clickable tab in the left-hand sidebar of the Unreal Editor window. ![]() You can click and drag to re-dock it anywhere within the editor, or float it as its own window. Move Assets between different folders in your project.īy default, the Content Browser docks along the bottom of the Unreal Editor window. Have different Asset types filtered in different Content Browsers, such as one that just shows Static Meshes and another that just shows Materials. This is useful, for example, if you want to: You can open up to four instances of the Content Browser at the same time. To learn more, refer to the Content Drawer section on this page. This opens a temporary Content Browser you can then dock to the editor window. There are three ways to open the Content Browser:įrom the Window menu in the top menu bar.įrom the Create menu on the Main Toolbar.īy clicking the Content Drawer button on the bottom toolbar of the editor. To learn more about each of these operations, refer to the Content Browser Topics section on this page. Migrate Assets between content folders or to a different project. Identify Assets that might contain problems. Organize Assets into private, local, or shared collections. You can also use it to manage content folders and perform specific Asset operations, such as:īrowse to and interact with all of the Assets in your project.įind Assets using a text filter, which you can optionally combine with more advanced filtering. The Content Browser is the primary area of the Unreal Editor for creating, importing, organizing, viewing, and managing content Assets within your Unreal project.
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