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

By hovering over the dropdown for the Object variant you can also bring up a panel displaying some helpful information for the selected variant

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
becomesobject
Asset preview: Lets you toggle asset preview for the supported object types
Spawn position: See next section

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

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

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
You can make something a favorite either from the "Spawned" tab, or from the "Spawn New" tab
In either cases, simply right-click the element you wish to make a favorite
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

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

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