Documentation for Unreal Engine plugins by metyatech
Actor Metadata Overlay is an editor-only Unreal Engine viewport tool that keeps the metadata needed for level layout and debugging visible above matching actors. It displays Actor Label, Actor Name, Actor Class, Actor Tags, Gameplay Tags, Folder, Data Layers, and selected direct property values through configurable templates.
Use the ZIP built for the project’s Unreal Engine version. Runtime packaged games are not supported.
EditorActorTagDisplay folder in the project’s Plugins directory.Place the repository in <Project>/Plugins/EditorActorTagDisplay, regenerate project files if needed, and enable the plugin from Edit > Plugins.
{ActorLabel}\nClass: {ActorClass}\nTags: {ActorTags}.Turn Game View on to hide the overlay. Turn it off to show it again. PIE and SIE game screens, Static Mesh Editor previews, and other Asset Preview Viewports never display the overlay.
These modes are available from the Level Editor Viewport Show menu as radio buttons.
Rules are evaluated from top to bottom. The first enabled rule whose Actor Class, inheritance setting, required Actor Tags, and excluded Actor Tags match owns the actor. Later matching rules are ignored. Empty or unresolved Actor Classes never match.
| Field | Description |
|---|---|
| Rule Name | Identifies the rule and unresolved-class warnings. |
| Enabled | Disables a rule without removing it. |
| Actor Class | Required class filter. |
| Include Derived Classes | Uses class inheritance when enabled. |
| Required Actor Tags | Every listed Actor Tag must be present. |
| Excluded Actor Tags | Any listed Actor Tag rejects the rule. |
| Display Template | Overrides the project default when non-empty. |
| Display Color | Text and bounding-box color. |
| World Offset | Offset added to the actor anchor. |
| Max Draw Distance | Overrides the global distance when greater than zero. |
| Selected Only | Requires the actor to be selected. |
| Draw Bounding Box | Enables the rule’s box when the user preference also allows boxes. |
| Token | Value |
|---|---|
{ActorLabel} |
Actor label shown in the editor. |
{ActorName} |
UObject actor name. |
{ActorClass} |
Actor class name with a display-only _C suffix removed. |
{ActorTags} |
Actor Tags sorted and joined by , . |
{GameplayTags} |
Owned Gameplay Tags sorted and joined by , . |
{Folder} |
Actor folder path. |
{DataLayers} |
Actor data layer names sorted and joined by , . |
{Property:PropertyName} |
A supported direct property value. |
Unknown tokens become <unknown:TokenName>. Missing properties become <missing:PropertyName>. Unsupported properties become <unsupported:PropertyName>.
Property tokens accept direct top-level public properties with CPF_Edit or CPF_BlueprintVisible. They reject dotted paths, array indexes, functions, transient properties, deprecated properties, and private properties. Supported values include booleans, signed and unsigned integers, floats, doubles, enums, FName, FString, FText, UObject references, soft object references, and structs. Line breaks and tabs become spaces, and long values are shortened with ....
Open Project Settings > Plugins > Actor Metadata Overlay to configure shared project data:
Open Editor Preferences > Plugins > Actor Metadata Overlay to configure per-user display preferences:
The plugin draws only into the matching normal Level Editor Viewport scene. It displays in Perspective, Top, Front, Side, and split Level Editor Viewports, and remains visible when Game View is off. It is hidden when Game View is on, during PIE or SIE game screens, in Static Mesh Editor previews, and in Scene Capture, Thumbnail, or Asset Preview Viewports.
The overlay uses an event-driven cache. Level changes, actor movement, folder changes, property changes, component changes, map changes, and settings changes refresh the affected cache or rebuild it once. Drawing traverses cached matching actors per viewport rather than scanning the world every frame.
Confirm the plugin is enabled, the editor was restarted, the viewport mode is Selected Actors or All Matching Actors, the actor matches the first rule, and the actor is visible and within the applicable distance limit.
Turn Game View off. The overlay is intentionally hidden in Game View, PIE, SIE, and preview viewports.
Use a World Partition map and assign the actor to data layers. New non-World Partition maps have no data layers to display.
Rules are first-match-wins. Move the intended rule above later matching rules and verify required and excluded Actor Tags.
Open an issue in the EditorActorTagDisplayPlugin repository.