This is documentation for the newest version of the plugin. For older versions check other branches.
Table of content:
- What is DAT plugin?
- Where can I get this plugin?
- Where can I see it in action?
- How to set a variable to be a Data Assets thumbnail?
- How to set that variable using only BP?
- Which assets can be used as a thumbnail?
- What if I set multiple variables to be a thumbnail?
- What if my thumbnail asset is inside of a struct?
- How to setup default Data Assets color and icon?
- What if thumbnail don't want to change?
- My icons have transparency and are barely visible
- What is inside of the sample project?
- How can I get support?
- Special thanks
This plugin enhances the Content Browser by allowing you to set custom thumbnail images and colors for your Data Assets, making them easier to organize and identify.
It's ideal for games with hundreds or thousands of Data Assets like items, abilities, or weapons.
It helps to organize your assets visually.
Before Data Asset Thumbnails Plugin

After Data Assets Thumbnails Plugin

From Fab: https://www.fab.com/listings/239dd3f5-602e-4453-b161-c06191659335
On YouTube: https://www.youtube.com/watch?v=qIrqWKTJ_nE
Simply add Thumbnail meta tag to the property you want to use as a thumbnail.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "MyDataAsset.generated.h"
UCLASS(BlueprintType, Blueprintable)
class MYPROJECT_API UMyDataAsset : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (Thumbnail))
TObjectPtr<class UTexture2D> Icon;
};If you define a variable inside of the PrimaryDataAsset and it is one of the supported type the Is Thumbnail checkbox can be selected to make that variable a thumbnail.
UTexture2Dhard and soft reference- Any
UMaterialInterfacechild (UMaterial,UMaterialInstance, etc) hard and soft referece FSlateBrush
The first one found will be used as a thumbnail.
Unfortunatelly we can't set meta tag inside of a struct, but there is a second way of defining which asset should be used as a thumbnail and this is by using IDataAssetWithThumbnail and by overriding GetAssetToRender_Implementation function.
#pragma once
#include "Engine/DataAsset.h"
#include "IDataAssetWithThumbnail.h"
#include "DATUtils.h"
#include "MyDataAsset.generated.h"
USTRUCT(BlueprintType)
struct FIconStruct
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<class UTexture2D> Icon;
};
UCLASS(BlueprintType, Blueprintable)
class MYPROJECT_API UMyDataAsset : public UDataAsset, public IDataAssetWithThumbnail
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FIconStruct IconStruct;
UObject* GetAssetToRender_Implementation() const override
{
return FDATUtils::GetRenderObjectFromObject(IconStruct.Icon);
}
};Will it work in BP too?
Yes it will!
Go to Project Settings -> Plugins -> Data Assets Thumbnails and fill up the Global Overrides
Remember that in order to render a thumbnail an asset must be saved and compiled. Sometimes you need to go out from a directory and enter again.
If everything fails, you can try to refresh a thumbnail, by right clicking the asset and selecting Asset Actions -> Refresh Thumbnails.
You can also refresh multiple thumbnails by right-click on a directory and select Refresh Thumbnails.
You can draw your icons with transparency on a solid color background, instead on the default checkerboard.
You can enable that feature in Project Settings -> Plugins -> Data Assets Thumbnails with Solid Background on Translucent Icons option.
You can also specify different colors for different Data Asset types in Global Overrides settings.
After changing these settings you will have to refresh your thumbnails.
Sample project contains the c++ and BP definitions of various DataAssets that shows the implementation of DataAssetThumbnails.
Source/DATSample/DACPPDefinitions- c++ DataAsset definitions with thumbnail properties as SlateBrush, Material, Texture, Struct, Soft Material and Soft Texture.Source/DATSample/GameDADefinitions- c++ DataAsset definitions of game-like data assets - Boot, Shield, Spell, all heving Texture as a thumbnail property.Content/IconTextures- textures and materials used for the demoContent/GameAssets- DataAssets based onGameDADDefinitions. They also have the DataAsset color and default icon setup in config.Content/VariousDataAssets/BP/Definitions- BP DataAsset definitions with thumbnail properties as SlateBrush, Material, Texture, Struct, Soft Material and Soft Texture.Content/VariousDataAssets/BP/Assets- DataAssets based on the.../BP/DefinitionsContent/VariousDataAssets/CPP- DataAssets based on theDACPPDefinitions
This page consists all of the knowledge you should have to use this plugin.
However, if you have any questions or bug reports you can:
- Add an Issue to this repository
- Ask on Forum page
- Ask me via e-mail: zompi2@gmail.com
I want to say thanks to Monika, for everlasting support and that she always believes in me, and to Patrick, for always encouraging me to get my shit done :)
Also, thanks to everybody who purchased the product and who provided valuable feedback. You rock! <3






