Snapper is an Unreal Engine tool designed to streamline character validation and presentation within level sequences. It allows artists and developers to quickly test outfits, heads, hair, skeletons, and color variations in real time to identify issues with fitting, weighting, and overall visual consistency. Adjustments can be previewed directly in the viewport or via Play-In-Editor for immediate feedback.
In addition to iteration workflows, Snapper supports high-quality image generation for marketing and documentation. Users can render layered EXR frames or capture high-resolution screenshots, with optional Photoshop integration for automatic layer organization and compositing. By combining real-time preview, asset validation, and image capture into a single workflow, Snapper significantly improves efficiency across both development and marketing pipelines.
Used: Python, PySide2, C++, Unreal, Blueprints, Powershell, JSON.
This tool is part of the Bi-Directional Pipeline developed for Unbroken Studios, designed to streamline the exchange of environment static mesh assets between Maya, Blender, Unreal Editor and others. Instead of manually exporting and importing data across applications, artists can seamlessly transfer textures and 3D assets through a simple Right-click→Scripted Actions→ interface. By automating these previously repetitive steps, the tool greatly reduces manual workload, minimizes error-prone handoffs, and accelerates iteration across the entire asset production pipeline.
Used: Unreal, Maya, Blender, 3DsMax, Substance, Python
This tool streamlines the process of creating and updating physics assets for outfits across multiple body types in Unreal Engine. Instead of manually recreating and refitting collision components for each asset, users can now copy physics components from an existing asset and paste them directly into others. Accessible via Right-click → Scripted Actions → Copy Physics / Paste Physics, the system stores the setup as clipboard JSON data and recreates only the relevant components when pasting. This significantly reduces repetitive manual work while preserving the existing duplication and naming workflow.
Used: C++, Unreal, Blueprints
This tool streamlines in-game testing of outfits by eliminating the repetitive setup normally required to preview assets in PIE. Instead of manually loading characters, skeletons, outfits, animation blueprints, and head assets each time a change is needed, the tool hooks into Unreal’s Slate window system to instantly display the currently active skeletal mesh or physics asset directly in PIE. An additional right-click menu option provides quick access to the same functionality. Together, these improvements dramatically reduce iteration time, allowing artists and developers to preview, adjust, and validate physics and cloth collisions far more efficiently.
Used: C++, Unreal, Blueprints
This tool is a lightweight Unreal validation system built with Python and PySide, designed to automatically check asset naming conventions and enforce project-wide conformity rules. It simplifies the process of finding, reviewing, and correcting problematic assets, ensuring teams maintain consistent standards across large productions. By automating common validation tasks, it reduces manual cleanup, speeds up iteration, and helps artists and designers keep their content organized and compliant with pipeline requirements. The system is also designed with flexible, modular code, allowing teams to easily add new validators or customize rules as project needs evolve.
Used: Python, PySide2, Unreal, Blueprints.