Overview
Unreal Metadata Editor
A friendly user interface for editing Unreal asset metadata.
Currently, plugin supports editing a single asset at once.
Currently, plugin supports editing a single asset at once.
Up-to-date installation guide for Unreal Marketplace users: Official Documentation
Metadata Editor plugin has dependencies on two built-in Unreal plugins:
If by any reason, you are installing the plugin manually, unpack it to
{PROJECT_DIRECTORY/Plugins}
You can also unpack it to you main Unreal installation which is located under
C:\Program Files\Epic Games\UE_[version]\Engine\Plugins
on Windows/Users/Shared/Epic Games/UE_[version]/Engine/Plugins
on macOSNavigate to editor top bar and open Edit -> Plugins.
Editor can edit only one asset at a time. If multiple assets were selected, editor will open for the first one. Name of selected asset is always visible in top left side of the editor.
Basic metadata like asset type, mesh poly count or program of origin can be extremely useful.
Such information, if easily accessible can be a helpful guide for anyone looking for asset that matches (or doesn’t)
certain criteria.
It can help you in daily situations like looking for an author of an asset.
Of course, this case should be already taken cared by a Version Control System but in that case,
it’s the VCS that stores the metadate because metadata can be stored in multiple places - assets itself, VCS systems, external files or databases.
Imagine a situation where all assets exported with Animation Exporter 1.3 are broken.
What if it has been in use for a whole month? What if artists were using different versions of exporter at the same time?
We should be able to find all those broken assets and either re-export them or apply some kind, of a fix.
Supposing that all assets store software of origin, exporter and their versions in metadata, finding broken assets can be automated and done in few minutes even if thera are hundreds of assets to filter.
That may sound like an extreme case, but using metadata to find assets to be processed in such or other way is common and the bigger the project, the more often it will be needed.
Saving metadata is not that hard to implement and can really save your day in such situations.
Some metadata is not primarily meant for describing or finding assets.
Sometimes some helper variable is meant for a tool.
Maybe this variable will decide what kind of settings will be applied after importing.
Or maybe, it will help you distinguish mesh that is being re-imported from a mesh that is being imported for a first time because import system that you are extending does not do it for you
Metadata may not come handy on your first day of work. You may start storing it and forget about it for some time without having a need to use it.
It’s alright.
But it may get really bad when you finally need it but don’t have.
It’s one of those things that are easy to start gathering and don’t require sophisticated solutions at the beginning.
That little extra effort at the beginning can save you a lot of time and money when something goes sideways.\
And you will no longer be irritated by lack of some simple metadata editor that does not require scripting or creating a node graph to just add a simple tag to an asset.
I’m open to feedback and if by any chance, this plugin gets popular, I’m looking forward to making it better.
If you, by any chance are a current or aspiring Technical Artist who is interested in automating even more and making great Unreal tools, I would love to advertise my Unreal Engine 5 Python Automation Course.
For those who prefer free content, I also have a YouTube Channel which I’m trying to fill with Unreal tutorials.
You can contact me on Discord. It may be easier to use than email and will let us have more realtime conversation.