This section provides a comprehensive guide to setting up and understanding the tools available within UBF Studio. We will start with installation and setup and from there, we will explore the Studio interface and available tools, providing a clear understanding of how to navigate the editor and utilize its core functionality.
If you have not already done so, we strongly recommend reviewing The UBF Framework and UBF Studio & UBF Projects before proceeding, as they provide essential background on UBF concepts and architecture.
Install UBF Studio from the Asset Creator Pack. In the pack, you will find the latest available version of UBF Studio and UBF Previewer for both Windows and Mac.
Windows
.exe
file (e.g., ubf-studio_#.#.#.exe
)..exe
file and follow the on-screen instructions to complete the installation.Mac
.dmg
file (e.g., ubf-studio_#.#.#.dmg
)..dmg
file and drag UBF Studio into your Applications folder.After installation, UBF Studio is ready to launch and can be opened like any other application on your system.
When you first launch UBF Studio, you are greeted by the Welcome Screen, the starting point of your journey in creating and managing UBF content. From this screen, you have two primary options: Create a New Project or Open an Existing Project. Additionally, for convenience, a list of recently opened projects appears, allowing you to quickly resume work without manually locating project directories.
Selecting Create New Project prompts you to choose a folder location on your local drive where your UBF Project will be created. This folder will serve as the root directory for your project, containing all Blueprints, Blueprint Instances, Resources, and associated metadata. Once the project is created, UBF Studio will automatically generate the necessary internal structures, allowing you to begin working immediately.
If you already have a UBF Project, selecting Open Project allows you to navigate to its root directory and load it into UBF Studio. Once loaded, all project files, dependencies, and references will be accessible within the Studio interface, letting you continue where you left off.
The Project Explorer in UBF Studio serves as the centralized file management system for your project, allowing you to navigate, organize, and access all your project assets. This interface functions similarly to the Project Explorer in Unity or the Content Browser in Unreal Engine, providing a structured workspace to efficiently manage your files.
The Project Explorer mirrors your projectβs directory structure, displaying all folders and files contained within your UBF Project.
At the top of the Project Explorer, you will find a set of controls that enhance navigation and usabilityβfrom left to right, these are:
Above the Project Explorer, UBF Studio features the workspace area, which can contain multiple open tabs, each serving a different purpose. We will explore the fundamental tabs editor tabs in the following sections.
The Blueprint Editor Tab is the primary interface for constructing UBF Blueprints. It allows users to visually define the logic and structure of Blueprints by arranging functional nodes and connecting them into an execution flow.
The Blueprint Editor is composed of three distinct sections:
The Blueprint Viewport is the main workspace where users can arrange, connect, and manipulate nodes to define the logic of a blueprint. This visual interface allows for an intuitive, code-free method of scripting functionality, making it accessible to both technical and non-technical users.
Viewport Interaction & Navigation:
The Viewport Controls Section is a toolbar located above the Blueprint Viewport, providing a set of essential tools mainly to manage the viewport.
From left to right, the toolbar includes the following functionalities:
The Blueprint Inspector is located on the right side of the Blueprint Editor and provides detailed configuration options for the selected Blueprint. It allows users to manage core Blueprint properties, define variables, and inspect potential issues.
The Blueprint Inspector contains the following configurable sections:
The Blueprint Instance Editor Tab is where Blueprint Instances are defined, allowing users to provide custom values for the input parameters of a target Blueprint. While Blueprints define the core logic and structure, Blueprint Instances dictate how that logic is executed by specifying parameter values unique to each instance.
This tab is structured similarly to the Blueprint Editor Tab and consists of three primary sections:
The Blueprint Viewport in the Instance Editor Tab allows users to view the structure of the target Blueprint but does not permit direct modifications. Instead, this section provides visual context, allowing users to inspect how the Blueprint functions while configuring its instance-specific overrides.
Similar to the Blueprintβs Viewport Controls Section, this section allows users to:
The Instance Inspector is the core configuration panel for Blueprint Instances. It allows users to define how input parameters in the Blueprint should be filled, effectively determining the specific execution behavior of the instance.
This section consists of two primary categories:
Target Blueprint
Overrides
Exporting from UBF Studio is an important step in preparing UBF artifacts for use in an experience. This process compiles Blueprints, Blueprint Instances, and referenced resources into a structured format that can be efficiently consumed by an interpreter at runtime.
Attempting to export a Blueprint or Blueprint Instance from UBF Studio will open the Export Window. In this window, you are presented with several options for configuring how your artifacts will be bundled and outputted.
Selecting βCreate Zip Archiveβ option will package all exported artifacts into a single ZIP file, making it easier to distribute or transfer assets.
If unchecked, artifacts will be exported as individual folders and files instead of a compressed archive.
This allows you to manipulate the generated artifact catalog(s) to use a custom-defined prefix for file locations. The prefix is applied relative to the projectβs internal file structure and is useful when publishing artifacts (covered in a later section).
You can choose to export:
If exporting multiple artifacts, you will be prompted to select which ones to include in the export process.
When exporting multiple artifacts, you can choose:
Once the export process is complete, the UBF bundles are stored inside the project directory under a folder named .export
. This contains all the compiled artifacts in the selected structure, ready to be tested, published, or integrated into an experience.