skvfx.com / ScooterUtils |
Scooter Utilities is an Unreal Engine editor plugin which contains miscellaneous artist/developer utilities, allowing you to quickly navigate to disk files, restart/reload your projects, and to help keep some settings persistent between restarts in the editor.
[!WARNING] This plugin isn’t yet available on fab.com as of this writing, but it is aniticpated that it will be soon. The documentation written here assumes you’ve downloaded and installed the plugin from Fab.
If you’ve gotten Scooter Utilities through Fab Marketplace, downloading and installing is handled through fab.com and the unreal marketplace.
Download
link on the Scooter Utilities product listing.Epic Games Launcher
- click that link and open the Epic Games Launcher.Install to Engine
.If you’ve gotten, or plan to get, a source-code version of Scooter Utilities, and need to install it manually, please follow the Installation Instructions in the Developer Documentation.
To enable ScooterUtils in your project, navigate to Edit > Plugins, click the checkbox next to the plugin’s icon to enable it for your project.
[!NOTE] Make sure you enable the Scooter Utilities plugin. You can do this by navigating to Edit > Plugins and searching for Scooter Utilities.
Two menus items are added to the Main Menu* – these are Restart Editor… and Show Project in Explorer. Both are found under the File Menu.
This will shutdown and restart unreal engine, prompting you to save any unsaved changes, and reload your project on restart. This is the same behavior you see when, for example, you enable or disable a plugin.
This feature is for anyone that frequently restarts the engine to test code changes, clear undo stacks, refresh the system, etc. It’s also nice for those times you’ve been working in the editor for a while and things just start to feel… um… off. Just hit Restart Editor… and you’re project will shutdown and restart – no launcher popping up and prompting for a project to load, and no searching in file explorer to find the uproject file to open.
This will open file explorer focused on your main project folder – i.e. the same
folder as your project’s .uproject
file.
Being able to open the project in Explorer is nice for when you’ve opened a project from the Launcher and need to know where it’s actually stored on disk. You can also do this by right clicking on assets in the content browser, which will take you do your project’s content folder, but this menu makes takes you directly to the project root.
Scooter Utilities Editor Preferences are used to configure settings that don’t reset every time you restart the editor or create a new project.
To view Scooter Utilities’ Editor Preferences, navigate to Edit > Editor Preferences… in Unreal Engine’s top menu bar. Next, select Scooter Utilities in the sidebar in the Plugins category.
Name | Description |
---|---|
Screen Real Estate | |
Application Scale | Adjust the size of the Unreal Editor interface fonts and widgets to what’s comfortable or for doing presentations. |
FPS | |
Show Viewport FPS | |
Max FPS | |
About | |
Version | Scooter Utilities Version (read-only) |
[!NOTE] This setting overrides the setting in Editor Preferences > Appearance, but when you disable this setting, the editor will default back to the normal 1.0 setting as a scale value. If your setting under Editor Preferences > Appearance is not 1.0, you may need to restart the editor to get the system to pick up the correct Application Scale.
Choose Edit > Editor Preferences from the Main Menu bar, scroll down and select Plugins/Scooter Utilities – this setting is in the Screen Real Estate section.
The Persistent Editor Scale value is a percentage relative to the default screen size of elements like fonts, buttons, and other widgets in the Unreal Engine UI. I like to work with all the fluff scaled down to about 80% of what’s considered “normal,” so I set the Persistent Editor Scale to 0.8.
As of Unreal Engine 5.4 there is an Application Scale setting under Editor Preferences/Appearance, which works great, but resets between different projects. The setting in Scooter Utilities is persistent and works globally across all projects.
Choose Edit > Editor Preferences from the Main Menu bar, scroll down and select Plugins/Scooter Utilities – this setting is in the Max FPS section.
Persistent Editor Max FPS Setting overrides the console variable setting, t.MaxFPS
, which sets
the engine’s maximum editor frame rate.
The Max FPS setting is persistent and will
stay set across all projects and restarts.
Set it to 0
to let the
system and it’s console settings take over again.
To ensure the system is running as freewheeling as possible, turn off Smooth Frame Rate and Used Fixed Frame Rate under Edit > Project Preferences, General Settings/Framerate (These are typically off by default).
Choose Edit > Editor Preferences from the Main Menu bar, scroll down and select Plugins/Scooter Utilities – this setting is in the Show FPS Onscreen section.
Viewport Toggle: Show FPS turns on the FPS display in the editor viewport, and keeps it on between restarts.
This is the same functionality as the viewport hamburger menu’s Show FPS setting, but this will stay enabled between engine/editor restarts.
Do you know how to code up a cool tool or feature that would be good to include in this project? Interested in contributing with writing documentation or anything else? Did you find a bug?! Come up with a new idea?! Please help out!
Do you know how to code up a cool tool or feature that would be good to include in this project? Interested in contributing with writing documentation or anything else? Did you find a bug?! Come up with a new idea?! Please help out!
If you lean into the technical side of things and are comfortable using GitHub, check the issues link to find something that might be fun to tackle. The best way to help would be to contribute directly to the code or documentation: Grab a fork and submit a pull request with you’re changes. For technical details regarding the ScooterUtils GitHub repo, check out our developer documentation.
If you really don’t want to have to learn GitHub, but would still like to contribute, just follow these links to report a bug or request something new you’d like to see.
Copyright (c) (2020-2024): Scott Kirvan - All rights reserved
ScooterUtils is licensed under the BSD 3-Clause License.
Project Link: ScottKirvan/ScooterUtils
CHANGELOG
TODO