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Asset editors ​

Read time 3 minutes

Open an asset from the browser, Stage or File → Open Asset. The controls depend on its format and native layout. Use the asset type reference to find the right workspace. Save a copy and reopen it after edits; a successful preview does not establish game behavior.

Actor definitions ​

An .actor is a definition; a zone actor is a placed instance or spawn template. In the Actor editor, Root & Transform controls the root and transform. Add, remove, duplicate or reorder supported components, then edit their properties in Component Overrides. Asset References lists dependencies; Auto-Sync from Components can collect component references. Inspect any additional dependencies before saving. Root conversions and creation are covered in Asset Wizard; placement is covered in Zones.

Configurations and conduits ​

For .config, edit the property tree, use Add Property, and review Asset References. Available types and defaults depend on installed symbols. A .conduit organizes events, filters and responses: select a parent, add an element, edit its properties, and review references. Auto-Sync from Responses assists with references. Unknown or incomplete metadata can limit meaningful editing; a property name or default alone does not establish its runtime behavior.

Actor, Config and Conduit editors include a JSON Source tab with Format JSON and Apply JSON Changes. Applying changes is a separate operation from saving the asset. Preserve a known-good input, because unsupported native structures or fields may prevent a safe rebuild.

Models and native materials ​

The model and material views provide Preview and Source tabs, an Asset panel, scene and render controls, and References; models also expose Pose controls. Use the preview to inspect supported geometry, looks, materials and poses. HQ rendering requires the renderer and its dependencies. Source edits must be applied before saving or rebuilding. Preview availability varies with the data and does not guarantee identical in-game rendering.

For authoring new surfaces and reusable material instances, see Materials and surfaces. For images and native texture spans, see Asset Wizard and textures.

Atmosphere ​

The atmosphere editor groups settings for lighting, sky and clouds, fog and weather, tone and color, camera effects, and rendering. Select and edit a supported value; color controls show a display preview of linear RGB. Use the live sync panel only when its field mapping and game connection are available. Live results and saved asset changes are separate; verify the resulting atmosphere in the intended game context.

Save files ​

The .save editor displays a searchable tree of saved systems and values. Select an eligible entry and use Remove selected entry, or use Clear mission record for the dedicated workflow. Removal is pending until saved and restores the removed entry’s default on load. Save creates a backup; Save As writes a separate copy. Some entries are protected from removal. Keep an independent backup and test a copy before relying on the result.

Native nodegraphs ​

Native .nodegraph assets have their own node catalog and are distinct from zone scriptgraphs and material graphs. Graphs, symbols and appearance explains grouping, subgraphs, symbols and the current validation limits. Use the appropriate editor rather than transferring assumptions between graph types.

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