Skip to content

Latest commit

 

History

History
90 lines (66 loc) · 4.27 KB

File metadata and controls

90 lines (66 loc) · 4.27 KB

Getting Started

This guide walks through installing MetaWeaver, enabling definition sets, and using the single‑asset and bulk editors.

Requirements

  • Unreal Engine 5.6+
  • Editor‑only plugin (no runtime modules)

Install

  1. Copy the MetaWeaver directory into your project’s Plugins/ folder.
  2. Restart the editor. Ensure the MetaWeaver plugin is enabled.

Configure

  1. Create one or more UMetaWeaverMetadataDefinitionSet assets to define your metadata schema.

    A MetaWeaverMetadataDefinitionSet asset that defines metadata schema for the project. A MetaWeaverMetadataDefinitionSet asset that defines metadata schema for the project
  1. Open Project Settings → MetaWeaver → Active Definition Sets and add one or more UMetaWeaverMetadataDefinitionSet assets.

    Project Settings window with MetaWeaver section selected, showing an array property called Active Definition Sets containing one UMetaWeaverMetadataDefinitionSet asset. Project Settings → MetaWeaver: add schema asset to “Active Definition Sets”.

Single‑Asset Editing

  1. In the Content Browser, right‑click an asset → Asset Actions → Edit Metadata…

    Content Browser context menu open for an asset, Asset Actions submenu expanded showing 'Edit Metadata…' and 'Bulk Edit Metadata…' entries. Content Browser → Asset Actions
  2. Edit values using typed controls (Bool, Int, Float, String, Enum, Asset Reference).

    Single‑asset MetaWeaver editor showing a list of metadata keys with typed editors (checkbox for Bool, numeric fields for Int/Float, text box for String, dropdown for Enum, and asset picker for Asset Reference), plus row actions for Show in Content Browser and Open Asset Editor. Single‑asset editor with typed controls and row actions (Show/Open)
  3. Inline validation flags missing/invalid values.

    A metadata cell showing inline validation error styling and an error message indicating why a commit failed (e.g., missing required key). Inline validation feedback

Bulk Editing (Matrix)

  • Select multiple assets in the Content Browser → Asset Actions → Bulk Edit Metadata…
  • Enable columns for keys you want to view/edit. Apply/Reset/Remove per column.
  • Row actions include Show in Content Browser and Open Asset Editor.

Bulk metadata editor matrix view with an Assets column and multiple enabled metadata columns. Column headers show type‑specific editors (e.g., checkbox, numeric entry, enum dropdown). Each row shows asset name with Show and Open icons in separate columns to the left.

Bulk editor matrix: demonstrate enabling columns, header typed editors, and per‑row Show/Open icons

Asset Reference picker UI open from a cell or header, showing a class filter restricting the asset type (e.g., only License assets).

Asset Reference picker with allowed class filter applied

Enum dropdown open showing a list of string values defined in the metadata definition set.

Enum editor dropdown populated from the definition’s string list

Validation API

Other editor modules can validate assets via the validation subsystem:

if (GEditor)
{
    if (auto Subsystem = GEditor->GetEditorSubsystem<UMetaWeaverValidationSubsystem>())
    {
        const auto Report = Subsystem->ValidateAsset(Asset);
        // Inspect Report.Issues …
    }
}

Next Steps

  • See Validation for enum/exclusive list semantics and error reporting.
  • See FAQ for common questions and troubleshooting.