Icon Generators Utility
The icon generators are editor‑side actors used to batch‑render
inventory icons for weapons, clothing/armor and simple items.
Each generator lives on its own recording map and uses a 2D capture
setup with a preview camera.
Available actors and maps:
BP_EngineWeaponIconGener– weapon icons (including different skins and modifications), mapL_RecordWeapons.BP_EngineClothesIconGener– clothing/armor icons, mapL_RecordClothes.BP_EngineSimpleItemIconGener– simple items (usable items like water/food, etc.), mapL_RecordSimpleItems.
On each map, the corresponding generator blueprint is already placed in the level.
BP_EngineWeaponIconGener (Weapons)
Weapon icon generator for firearms and melee weapons, including different skins and modifications.
Parameters
Target Data
BP_ItemData DataAsset of the weapon whose icons you want to generate.Save Folder RegularResolution/Save Folder Custom Resolution
String paths for saving screenshots.
Usually you do not need to change them.UseCustomResolution(bool)- If
true, icon resolution is taken fromCustomResolutionSize. - If
false, icon resolution is taken fromRecreatedTextureSizein the weapon’sBP_II_MasterDataAsset.
- If
CustomResolutionSize(Vector2D)
Custom icon resolution used whenUseCustomResolution == true.SkinData
BP_DA_SkinsDataAsset for the current weapon skin.
Icons will be generated for this specific skin.
Buttons
UpdateCameraSettings
Copies camera parameters from theCameracomponent (normal camera with preview) into the 2D scene capture componentCamera #1.
Use this after you adjust the preview camera so that the render camera matches what you see.
Workflow
- Open the map
L_RecordWeapons. - In the placed
BP_EngineWeaponIconGeneractor, set:Target Datato the weapon’s BP_ItemData.SkinDatato the skin DataAsset you want to record.
- If you need a special icon resolution:
- Set
UseCustomResolution = true. - Set
CustomResolutionSizeto the desired resolution.
If you leaveUseCustomResolution = false, the generator will useRecreatedTextureSizefrom the weapon’sBP_II_MasterDataAsset.
- Set
- Adjust the
Camera #1component directly in the scene:- Move/rotate it so that the whole weapon fits into view.
- Adjust
OrthoWidthso the framing looks correct.
- When you are satisfied with the framing, press
UpdateCameraSettingsin the generator’s Details panel to sync the scene capture with the preview camera. - Press Play and wait 3–4 seconds.
The icons will be generated and saved to the configured folders. - Change
SkinDatato the next skin DataAsset and repeat the process.
Do this for all skin DataAssets listed in the weapon Inventory DataAsset’sSimple Visualization Skinsarray.
BP_EngineClothesIconGener (Clothes and Armor)
Icon generator for clothing and armor items.
Parameters
Target Data
BP_ItemData DataAsset for the clothing/armor item.Save Folder RegularResolution/Save Folder Custom Resolution
String paths for saving screenshots.
Usually you do not need to change them.UseCustomResolution(bool)- If
true, icon resolution is taken fromCustomResolutionSize. - If
false, icon resolution is taken fromRecreatedTextureSizein the item’sBP_II_MasterDataAsset.
- If
CustomResolutionSize(Vector2D)
Custom icon resolution used whenUseCustomResolution == true.SkinData
Container for clothing/armor skin DataAssets.
Normally you do not fill it manually; there is a button that populates it for you.
Buttons
FillSkinsContainer
FillsSkinDatawith all skin DataAssets referenced by:SimpleVisualizationSkinsCharacter Skin Variations
in the clothing/armor DataAsset.
UpdateCameraSettings
Copies camera parameters from theCameracomponent to theCamera #1scene capture, same as for weapons.
Workflow
- Open the map
L_RecordClothes. - In the placed
BP_EngineClothesIconGeneractor, setTarget Datato the clothing/armor BP_ItemData. - Press
FillSkinsContainerto automatically populateSkinDatawith all relevant skin DataAssets. - If you need a special icon resolution:
- Set
UseCustomResolution = true. - Set
CustomResolutionSizeto the desired resolution.
IfUseCustomResolution = false, the generator will useRecreatedTextureSizefrom the item’sBP_II_MasterDataAsset.
- Set
- Adjust the
Camera #1component directly in the scene:- Move/rotate it so that the clothing/armor fits into view as desired.
- Adjust
OrthoWidthto fine‑tune the framing.
- Press
UpdateCameraSettingsin the generator’s Details to sync the capture camera with the preview. - Press Play and wait 3–4 seconds.
Icons will be generated for all skins inSkinData.
BP_EngineSimpleItemIconGener (Simple Items)
Icon generator for simple items, e.g. usable items like water, food, etc.
Parameters
Targets
Array of BP_ItemData DataAssets.
Add all items you want to generate icons for.MultiplierResolution
Icon resolution multiplier based on the item’s size in the inventory grid.
For example, if the item is 2×2 in the inventory grid and the base resolution is 256×256, the resulting icon resolution will be2 * 256by2 * 256.Target Data
BP_ItemData DataAsset (not critical when you useTargetsfor batches, but present for consistency).Save Folder RegularResolution
String path for saving screenshots.
Usually you do not need to change it.
Buttons
UpdateCameraSettings
Same behavior as in other generators: copies camera parameters fromCamerato theCamera #1scene capture.
Workflow
- Open the map
L_RecordSimpleItems. - In the placed
BP_EngineSimpleItemIconGeneractor, fill theTargetsarray with all item DataAssets you want icons for. - Set
MultiplierResolutionaccording to how large icons should be relative to their inventory grid size. - Adjust the
Camera #1component directly in the scene:- Move/rotate it so that the item fits into view.
- Adjust
OrthoWidthto get the desired framing.
- Press
UpdateCameraSettingsto sync the capture camera with the preview. - Press Play and wait 3–4 seconds.
Icons will be generated for all items inTargets.
Camera and Texture Naming Notes
- Always use the preview
Camerato frame the subject, then pressUpdateCameraSettingssoCamera #1captures the exact same view.
- Keep consistent background, lighting and orientation across icon
batches for visual coherence in the inventory UI.
- Save folders should follow your project’s naming convention
(e.g.
UI/Icons/Weapons,UI/Icons/Clothes,UI/Icons/Items) so that textures are easy to locate and reference from Inventory DataAssets.