Tab: Spawn New

Everything there is know to effectively spawn anything you want

Selecting Object Type

  • There is a wide range of things you can spawn, so they are organized into categories

  • Each category has has multiple variants, with each variant corresponding to a type of node

Check out all the different types and variants
  • By hovering over the dropdown for the Object variant you can also bring up a panel displaying some helpful information for the selected variant

Information panel shown when hovering type selector

Spawn Options

  • Target group

    • This selector lets you choose a group which to put new objects into

    • You can also hit CTRL-N on the spawned tab to set it to the selected group

  • Under the options header you can find:

    • Strip Paths: If this is enabled, resource paths will be shortened: base\object.mesh becomes object

    • Asset preview: Lets you toggle asset preview for the supported object types

    • Spawn position: See next section

Spawn options

Spawn position options

  • There are multiple ways of controlling the position in which new objects spawn:

  • Use the "Spawn position" selector to determine the position used when simply clicking a list entry to spawn

  • Drag and drop a list entry into the scene to spawn it under the cursor

  • In 3-D editor mode, use CTRL-R to repeat the last spawn under the cursor

    • Additionally, you can use the Shift-A spawn menu while editor mode is active

Drag and drop directly into the scene

Asset Preview

  • Asset preview is available for:

    • With background: Meshes, entities, decals

    • In-Place: Effects, particles, AISpots and sounds

  • It gets activated simply by hovering a list entry

Asset preview with background

Searching

  • At the very top you can find the main search, which supports pattern matching:

    • E.g. wall.*large will match anything that has the words "wall" followed by some characters, followed by "large" in it

Favorites

RHT Integration

  • If you see an asset used in the gameworld, you can use RHT to send it directly to WB's search

  • This is supported for: Entity, Entity Record, Device, Mesh, Decal, Particle, Effect, Static Sound, AI Spot and Reflection Probe

You can send things you find with RHT directly to WB's search

AMM Props

  • You can also import your list of AMM props

    • AMM props will spawned as entity nodes, as they are just .ent files with an alias name

  • Do this by selecting Entity -> Template (AMM) then pressing the "Generate AMM Props" button

Select the correct type and variant, then you can import your AMM props list

Last updated

Was this helpful?