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), map L_RecordWeapons.
  • BP_EngineClothesIconGener – clothing/armor icons, map L_RecordClothes.
  • BP_EngineSimpleItemIconGener – simple items (usable items like water/food, etc.), map L_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 from CustomResolutionSize.
    • If false, icon resolution is taken from RecreatedTextureSize in the weapon’s BP_II_Master DataAsset.
  • CustomResolutionSize (Vector2D)
    Custom icon resolution used when UseCustomResolution == true.

  • SkinData
    BP_DA_Skins DataAsset for the current weapon skin.
    Icons will be generated for this specific skin.

Buttons

  • UpdateCameraSettings
    Copies camera parameters from the Camera component (normal camera with preview) into the 2D scene capture component Camera #1.
    Use this after you adjust the preview camera so that the render camera matches what you see.

Workflow

  1. Open the map L_RecordWeapons.
  2. In the placed BP_EngineWeaponIconGener actor, set:
    • Target Data to the weapon’s BP_ItemData.
    • SkinData to the skin DataAsset you want to record.
  3. If you need a special icon resolution:
    • Set UseCustomResolution = true.
    • Set CustomResolutionSize to the desired resolution.
      If you leave UseCustomResolution = false, the generator will use RecreatedTextureSize from the weapon’s BP_II_Master DataAsset.
  4. Adjust the Camera #1 component directly in the scene:
    • Move/rotate it so that the whole weapon fits into view.
    • Adjust OrthoWidth so the framing looks correct.
  5. When you are satisfied with the framing, press UpdateCameraSettings in the generator’s Details panel to sync the scene capture with the preview camera.
  6. Press Play and wait 3–4 seconds.
    The icons will be generated and saved to the configured folders.
  7. Change SkinData to the next skin DataAsset and repeat the process.
    Do this for all skin DataAssets listed in the weapon Inventory DataAsset’s Simple Visualization Skins array.

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 from CustomResolutionSize.
    • If false, icon resolution is taken from RecreatedTextureSize in the item’s BP_II_Master DataAsset.
  • CustomResolutionSize (Vector2D)
    Custom icon resolution used when UseCustomResolution == 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
    Fills SkinData with all skin DataAssets referenced by:
    • SimpleVisualizationSkins
    • Character Skin Variations
      in the clothing/armor DataAsset.
  • UpdateCameraSettings
    Copies camera parameters from the Camera component to the Camera #1 scene capture, same as for weapons.

Workflow

  1. Open the map L_RecordClothes.
  2. In the placed BP_EngineClothesIconGener actor, set Target Data to the clothing/armor BP_ItemData.
  3. Press FillSkinsContainer to automatically populate SkinData with all relevant skin DataAssets.
  4. If you need a special icon resolution:
    • Set UseCustomResolution = true.
    • Set CustomResolutionSize to the desired resolution.
      If UseCustomResolution = false, the generator will use RecreatedTextureSize from the item’s BP_II_Master DataAsset.
  5. Adjust the Camera #1 component directly in the scene:
    • Move/rotate it so that the clothing/armor fits into view as desired.
    • Adjust OrthoWidth to fine‑tune the framing.
  6. Press UpdateCameraSettings in the generator’s Details to sync the capture camera with the preview.
  7. Press Play and wait 3–4 seconds.
    Icons will be generated for all skins in SkinData.

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 be 2 * 256 by 2 * 256.

  • Target Data
    BP_ItemData DataAsset (not critical when you use Targets for 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 from Camera to the Camera #1 scene capture.

Workflow

  1. Open the map L_RecordSimpleItems.
  2. In the placed BP_EngineSimpleItemIconGener actor, fill the Targets array with all item DataAssets you want icons for.
  3. Set MultiplierResolution according to how large icons should be relative to their inventory grid size.
  4. Adjust the Camera #1 component directly in the scene:
    • Move/rotate it so that the item fits into view.
    • Adjust OrthoWidth to get the desired framing.
  5. Press UpdateCameraSettings to sync the capture camera with the preview.
  6. Press Play and wait 3–4 seconds.
    Icons will be generated for all items in Targets.

Camera and Texture Naming Notes

  • Always use the preview Camera to frame the subject, then press UpdateCameraSettings so Camera #1 captures 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.