Nice one! I was hoping someone made this. I also didn't know about the thumbnail edit mode! Cheers for that! I'm building a dynamic radial menu and needed a fast way to make Texture versions of thumbnails and this works perfectly. I will be sure to give you a shout out when I release the radial menu.
I did want to note that these thumbnails aren't getting alpha/transparencies of the rendered asset. I assume you are just getting pixel info and not the 3d buffer? It would be awesome to get just the rendered asset and not the background
@@MuriloFernandoFloriani Unfortunately not. The method I eventually decided to use was a camera with a render target in a Blueprint Actor and output the inverse alpha (which is the only camera setup that deals with alpha it seems). I then render to texture from the render target and then set that texture's min alpha to 1 and max to 0 (this inverts the inverse alpha), and bam, I got a rendered texture with a true alpha mask removing the background.
Thanks! Super useful. I just wanted an easy way to put thumbnails of the enemies in my game into a spreadsheet so I can figure out what stats to give them before plugging it into the game. With your plugin, you can then just right click on the texture and export to PNG.
@nancedevdiaries Thank you for this great little tool. Any chance you will update it to work with UE 5.4? Also, is it possible to add mouse wheel to zoom in or out?
Does it work in UE 5.2? I have some problems to make it work ("The following modules are missing or built with a different engine version") and when I try to build it in VS, it throws about 20 errors and does not compile :(.
Can I use it in a blueprint. Like I need to call it on a material reference or mesh reference so it can generate a texture so I can use it inside my blueprint ?
This plugin won't work run-time, so I'd generate the textures in-editor first before using them. The asset thumbnails which I use are editor only as far as I know, so I wouldn't be able to make a runtime plugin to generate textures at runtime.
a quickfix to this is to edit all the textures in property matrix and set chromakey color to the grey checkerbox color and threshhold to 0,005, also untick the compress without alpha box.
I think this commit/version of the plugin should technically work on skeletal meshes thumbnail: github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/1cc942cba4813c3e5726341e977177189b490fe1 The newer commits support transparency and setting a background, but only works with static meshes and blueprints. I should have kept them separate but at least the older version is still available in the github history! Cheers
I think this commit/version of the plugin should technically work on level thumbnail thumbnail: github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/1cc942cba4813c3e5726341e977177189b490fe1 The newer commits support transparency and setting a background, but only works with static meshes and blueprints. I should have kept them separate but at least the older version is still available in the github history! Cheers
You shouldn't be committing directories like Binaries and Intermediate, as they're related to your UE setup (or something like that). Every user really should generate them on their end by launching/compiling the project. Committing them your version of the thing can easily create false errors for them
Thanks for the insights/feedback! Correct me if I'm wrong, but I believe the blueprint only projects need the plugin's binaries (not sure about intermediate). But then again, this is my first time sharing a plug-in, so I'm open to any insights and more knowledge! I'm hoping to eventually release this one on the unreal marketplace for free, but github is simpler for sharing free/open source code :).
@@nancedevdiaries I'm not sure about Blueprint only plugins, but I'd believe that you don't need to send binaries. Anyways, you can always try to add the plugin to another project of yours, but without the binaries, and see whether it works or not. As for releasing the plugin on marketplace, it's really annoying, as you have to complete some papers about taxes and stuff, even if you're not going to monitize anything.
@@nancedevdiaries Yes Binaries are needed for Blueprint only projects (which is why you might get people here to want you to make new binaries for each Unreal version haha). However @jeki3334 isn't wrong about it being cleaner to recompile the binaries per project since there could be interdependencies. Also, you definitely don't need to include Intermediate files/folder, nor *.pdb in your Binaries. Intermediate are built automatically within the engine when run (user/project settings) and *.pdb are debugging files used for debug builds. You can delete those since they just take up space and aren't useful for Shipping builds (or Blueprint only builds). If users want their own debugging .pdb files, they get regenerated with new compiled Binaries.
This is nuts. I think you are so cool. This just saved so much time. Thank you!
Glad it helped!
Nice one! I was hoping someone made this. I also didn't know about the thumbnail edit mode! Cheers for that!
I'm building a dynamic radial menu and needed a fast way to make Texture versions of thumbnails and this works perfectly. I will be sure to give you a shout out when I release the radial menu.
I did want to note that these thumbnails aren't getting alpha/transparencies of the rendered asset. I assume you are just getting pixel info and not the 3d buffer? It would be awesome to get just the rendered asset and not the background
@@KazeOfKamiDid you manage to not get the background?
@@MuriloFernandoFloriani Unfortunately not. The method I eventually decided to use was a camera with a render target in a Blueprint Actor and output the inverse alpha (which is the only camera setup that deals with alpha it seems). I then render to texture from the render target and then set that texture's min alpha to 1 and max to 0 (this inverts the inverse alpha), and bam, I got a rendered texture with a true alpha mask removing the background.
Thanks! Super useful. I just wanted an easy way to put thumbnails of the enemies in my game into a spreadsheet so I can figure out what stats to give them before plugging it into the game. With your plugin, you can then just right click on the texture and export to PNG.
thanks. idk why but the first thumbnail came out completly grey but after redoing it, it was fine.
Good job keep going⭐
This plugin is awesome.
@nancedevdiaries Thank you for this great little tool. Any chance you will update it to work with UE 5.4? Also, is it possible to add mouse wheel to zoom in or out?
Wow U save My tons of Time Nance ☺Thanks a lot Unreal consider this plugin by default engine.
Its pretty good! The engine says that the build is not complete but I can still use the plugin.
Really helpful tool. Thank you very much. 😇
Just what I needed, thanks a lot :)
thank you, very convenient, should be in the base engine
Thank you!
Thanks! Is it possible to have transparent background? What should be changed?
That would be super useful, I'll look into that functionality, thanks! Please do share if you also find a solution :)
Any way to render thumbnails larger than 256x256?
No way to edit resolution without altering the c++?
Does it work in UE 5.2? I have some problems to make it work ("The following modules are missing or built with a different engine version") and when I try to build it in VS, it throws about 20 errors and does not compile :(.
can we increases the size of texture if needed 😄
Its working in UE5.4
This is very good :D
Can I use it in a blueprint. Like I need to call it on a material reference or mesh reference so it can generate a texture so I can use it inside my blueprint ?
This plugin won't work run-time, so I'd generate the textures in-editor first before using them. The asset thumbnails which I use are editor only as far as I know, so I wouldn't be able to make a runtime plugin to generate textures at runtime.
Does it work on UE5 5.2?
What if I’d like to have thumbnails with transparent background to use in the inventory system. Is it possible?
That would be super useful, I'll look into that functionality, thanks!
a quickfix to this is to edit all the textures in property matrix and set chromakey color to the grey checkerbox color and threshhold to 0,005, also untick the compress without alpha box.
it looks like its not working for skeletal meshes in ue 5.3+
I think this commit/version of the plugin should technically work on skeletal meshes thumbnail:
github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/1cc942cba4813c3e5726341e977177189b490fe1
The newer commits support transparency and setting a background, but only works with static meshes and blueprints. I should have kept them separate but at least the older version is still available in the github history! Cheers
Doesnt work with level thumbnail? or am i dumb?
I think this commit/version of the plugin should technically work on level thumbnail thumbnail:
github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/1cc942cba4813c3e5726341e977177189b490fe1
The newer commits support transparency and setting a background, but only works with static meshes and blueprints. I should have kept them separate but at least the older version is still available in the github history! Cheers
You shouldn't be committing directories like Binaries and Intermediate, as they're related to your UE setup (or something like that). Every user really should generate them on their end by launching/compiling the project. Committing them your version of the thing can easily create false errors for them
Thanks for the insights/feedback! Correct me if I'm wrong, but I believe the blueprint only projects need the plugin's binaries (not sure about intermediate). But then again, this is my first time sharing a plug-in, so I'm open to any insights and more knowledge!
I'm hoping to eventually release this one on the unreal marketplace for free, but github is simpler for sharing free/open source code :).
@@nancedevdiaries I'm not sure about Blueprint only plugins, but I'd believe that you don't need to send binaries. Anyways, you can always try to add the plugin to another project of yours, but without the binaries, and see whether it works or not.
As for releasing the plugin on marketplace, it's really annoying, as you have to complete some papers about taxes and stuff, even if you're not going to monitize anything.
@@nancedevdiaries Yes Binaries are needed for Blueprint only projects (which is why you might get people here to want you to make new binaries for each Unreal version haha). However @jeki3334 isn't wrong about it being cleaner to recompile the binaries per project since there could be interdependencies.
Also, you definitely don't need to include Intermediate files/folder, nor *.pdb in your Binaries. Intermediate are built automatically within the engine when run (user/project settings) and *.pdb are debugging files used for debug builds. You can delete those since they just take up space and aren't useful for Shipping builds (or Blueprint only builds). If users want their own debugging .pdb files, they get regenerated with new compiled Binaries.