Overview
Introduction
Installation
Getting Started
Core Features
Influence Modes
Deformation
Refinement & Smoothing
Material Layer System
Modular Character Support
API Reference
Blueprint API
Editor Guide
Asset Editor Overview
Debug Visualization
Resources & Support
Troubleshooting & FAQ
Changelog
FleshRing Asset Editor - Complete Guide
Purpose: This is THE definitive guide to mastering the FleshRing Asset Editor. After reading this page, you'll be able to create and edit flesh compression effects with full confidence.
What is the FleshRing Asset Editor?
The FleshRing Asset Editor is a dedicated custom editor window for FleshRing Assets, similar to Unreal's Physics Asset Editor or Animation Blueprint Editor.
It provides:
- Real-time GPU Preview - See deformation results instantly as you adjust parameters
- Skeleton Tree - Navigate bone hierarchy, add/remove rings, drag-and-drop ring reassignment
- 3D Viewport - Full camera control, transform gizmos, and visual debugging
- Details Panel - Configure all deformation parameters with live feedback
- Toolbar - Quick access to Bake, coordinate system toggle, and transform modes

Opening the Editor
Method 1: Double-click a FleshRing Asset in Content Browser
Method 2: Right-click a FleshRing Asset → Edit
The editor opens in a dedicated window with 4 main panels.
Editor Layout Overview
The editor is divided into 4 main panels:
1. Skeleton Tree Panel (Left)

- Displays bone hierarchy from Target Skeletal Mesh
- Shows all rings attached to bones
- Drag-and-drop ring reassignment
- Right-click context menus for adding/deleting rings
- Search and filter options
2. 3D Viewport (Center)

- Real-time preview of deformation
- Camera controls (orbit, pan, zoom)
- Transform gizmos for ring positioning
- Visual debugging overlays
- Ring mesh and gizmo visualization
3. Details Panel (Right)

- Target - Select skeletal mesh
- Skeltal Mesh Detail Settings - mesh processing options
- Ring Settings - Configure selected ring
- Deformation - Tightness and Bulge parameters
- Refinement - Smoothing and constraints
- Material Layer Settings - Control which materials deform
- Normals - Normal recalculation settings
4. Toolbar (Top)

- Transform Mode - Select, Translate, Rotate, Scale
- Coordinate System - Local / World toggle
- Bake Button - Generate runtime mesh
- Viewport Options - Display settings dropdown
3D Viewport Guide
Camera Controls
Orbit Camera:
- Left Mouse Button + Drag - Rotate around focus point
- Alt + Left Mouse - Alternative orbit method
Pan Camera:
- Middle Mouse Button + Drag - Pan horizontally/vertically
- Right Mouse + WASD - Fly camera (standard UE viewport navigation)
Zoom Camera:
- Mouse Scroll Wheel - Zoom in/out
- Alt + Right Mouse + Drag - Zoom smoothly
Focus on Mesh:
- F Key - Frame selected object/bone
Tip: Use F frequently to quickly jump to different parts of your character while editing rings.
Transform Gizmos
Select a ring in the Skeleton Tree or viewport to display transform gizmos.
Gizmo Modes:
- Q - Select Mode (no gizmo, selection only)
- W - Translate Mode (move ring position)
- E - Rotate Mode (rotate ring orientation)
- R - Scale Mode (scale ring mesh visualization)
Using Gizmos:
- Select a ring (Skeleton Tree or click ring mesh in viewport)
- Press W/E/R to switch gizmo mode
- Click and drag gizmo axes to transform
- See results immediately in the viewport
Coordinate System: