Appearance
Editor tools
Asset creation
The RicEditor module registers the Rocket Core Content Browser category. It supplies factories for item definitions, container definitions, container collections, filter Blueprints, and item-fragment Blueprints.
Use these assets to configure the runtime framework. Editor factories do not create a player's runtime inventory automatically.
Shape editor
The FRicCustomShape details customization exposes rows, columns, and interactive cell editing, with editor transactions and undo/redo support.
For a grid container, open the cells that can accept items. For a custom item shape, mark the cells occupied by the item. A visually large empty mask is not the same as a filled rectangle.
The item definition also exposes Add Jigsaw Fragments and Clear Fragments editor commands. Inspect the fragment array before using them; they change the asset configuration.
Content Browser thumbnails
Definition thumbnails can show an icon and shape grid. Thumbnails are editor presentation; they are separate from the runtime item widget and its visual resolver.
Icon generator
Open Window → Rocket Inventory Core Icon Generator.
- Select a mesh.
- Adjust its transform, the camera, and lighting.
- Choose output width and height.
- Bake a
UTexture2Dasset to the selected output path. - Assign the generated texture to the item's icon fragment.
The tool declares a 256 × 256 initial resolution and a 90° initial FOV. Treat output assets as project content and include them in source control.
Runtime boundary
RicEditor loads in the editor at PostEngineInit. Runtime logic belongs in the runtime modules; keep editor-tool calls and editor dependencies out of packaged game code.