Installation¶
This guide covers installing Asset Atlas from the Fab Marketplace and getting it running in your Unreal Engine project.
Requirements¶
- Unreal Engine: 5.4 or later
- Operating System: Windows 10/11, macOS 11+
- Disk Space: ~50 MB
Installing from Fab Marketplace¶
Step 1: Purchase and Download¶
- Visit the Asset Atlas page on Fab
- Click Add to Library or Buy
- Open the Epic Games Launcher
- Navigate to Library > Fab Library
- Find Asset Atlas and click Install to Engine
Step 2: Enable the Plugin¶
- Open your Unreal Engine project
- Go to Edit > Plugins
- Search for "Asset Atlas"
- Check the Enabled checkbox
- Restart the editor when prompted
Step 3: Verify Installation¶
After restarting, you should see:
- Window > Asset Atlas menu item
- Asset Atlas button in the main toolbar (if enabled)
- Right-click any asset in Content Browser > View in Atlas
Manual Installation¶
If you prefer manual installation:
- Download the plugin ZIP from Fab
- Extract to your project's
Pluginsfolder: - Restart the Unreal Editor
- The plugin will be automatically detected and can be enabled in Edit > Plugins
First Launch¶
When you first open Asset Atlas:
- Click Window > Asset Atlas or use the toolbar button
- The Onboarding Wizard will appear to guide you through features
- Click through the wizard or skip to start immediately
- Click Scan Project to analyze your assets
Onboarding
You can restart the onboarding wizard anytime by clicking the ? button and selecting "Start Onboarding Tutorial".
Updating the Plugin¶
When updates are available:
- Open Epic Games Launcher
- Navigate to Fab Library
- Click Update next to Asset Atlas
- Restart Unreal Editor after installation
Troubleshooting Installation¶
Plugin Not Appearing¶
- Ensure you installed to the correct engine version
- Check that the plugin is enabled in Edit > Plugins
- Try restarting the editor
Compilation Errors¶
- Asset Atlas requires UE 5.4+. Earlier versions are not supported.
- Ensure you have the required C++ build tools installed
Missing Menu Items¶
- The plugin may need a project restart to fully register
- Check that the plugin is enabled, not just installed