metyatech Unreal Engine Plugins

Documentation for Unreal Engine plugins by metyatech

View the Project on GitHub metyatech/unreal-plugin-docs

Actor Metadata Overlay

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Overview

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.

Requirements

Use the ZIP built for the project’s Unreal Engine version. Runtime packaged games are not supported.

Installation

From Fab

  1. Download the ZIP for the project’s Unreal Engine version.
  2. Place the EditorActorTagDisplay folder in the project’s Plugins directory.
  3. Enable Actor Metadata Overlay from Edit > Plugins.
  4. Restart the editor when requested.

From source

Place the repository in <Project>/Plugins/EditorActorTagDisplay, regenerate project files if needed, and enable the plugin from Edit > Plugins.

Quick Start

  1. Open Project Settings > Plugins > Actor Metadata Overlay.
  2. Confirm the default rule is enabled, or add a rule for the actor class you want to inspect.
  3. Choose a template such as {ActorLabel}\nClass: {ActorClass}\nTags: {ActorTags}.
  4. Select an actor in a normal Level Editor Viewport.
  5. Open the viewport Show menu and choose Actor Metadata Overlay > Selected Actors.
  6. Switch to All Matching Actors to inspect every matching actor, or Off to hide the overlay.

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.

Display Modes

These modes are available from the Level Editor Viewport Show menu as radio buttons.

Features

Rule Evaluation

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.

Rule Fields

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.

Template Tokens

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

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 ....

Project Settings

Open Project Settings > Plugins > Actor Metadata Overlay to configure shared project data:

Editor Preferences

Open Editor Preferences > Plugins > Actor Metadata Overlay to configure per-user display preferences:

Viewport Behavior

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.

Performance

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.

Limitations

Troubleshooting

Nothing appears

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.

The overlay disappears

Turn Game View off. The overlay is intentionally hidden in Game View, PIE, SIE, and preview viewports.

Data Layers are empty

Use a World Partition map and assign the actor to data layers. New non-World Partition maps have no data layers to display.

The wrong rule is used

Rules are first-match-wins. Move the intended rule above later matching rules and verify required and excluded Actor Tags.

Support

Open an issue in the EditorActorTagDisplayPlugin repository.

Version History

2.0.0

1.0.0