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Plugin 1.0 · Unreal Engine 5.8Source snapshot · Version details

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.

  1. Select a mesh.
  2. Adjust its transform, the camera, and lighting.
  3. Choose output width and height.
  4. Bake a UTexture2D asset to the selected output path.
  5. 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.