NAMEFRAME Frame the world. Name the frames.

Every button explained

A complete reference for the NameFrame Studio panel: every page, every button, every input field and every checkbox, with what it does and what it defaults to. This page is generated from the editor module source, so it matches the build you are running.

How to read this

button performs an action immediately. field is a text input. On the Capture page, a blank field means "keep whatever the loaded recipe says". checkbox shows the state it starts in.

If you are looking for the workflow rather than the controls, start with the Studio tour.

This page documents 124 buttons, 93 input fields and 49 checkboxes across nine pages, 266 controls in total.

Home#

The landing page. It tells you which level Studio is reading and gives you the eight-step route through the product. Nothing here changes your recipe.

Active Project

The current map and authored NameFrame helpers are the starting point for this dataset.

Rescan Levelbutton
Refresh classes and NameFrame helper actors.

Validatebutton
Validate the current recipe and overrides.

Preview Labbutton
Open the preserved real-capture Preview Lab sub-flow.

Test Studio UIbutton
Exercise every Studio destination and verify that entered configuration remains unchanged.

Create Pilot Samplebutton
Build an engine-only demonstration scene, discover its classes, and create a ready Studio job without editing YAML or code.

Generate Test Batchbutton
Capture and verify five deterministic frames, then open the result report.

Inspect Resultsbutton
Open the Results workspace for reports, datasets, and health checks.

Dataset Workflow

Move through the eight primary destinations; detailed controls remain available where they already work.

1 Assetsbutton
Review classes, actors, and reusable scene helpers.

2 Scenebutton
Author spatial rules and class assignments.

3 Capturebutton
Configure camera, weather, quality, and performance.

4 Datasetbutton
Choose recipe, outputs, annotations, and export settings.

5 Generatebutton
Preflight and generate the configured dataset.

6 Resultsbutton
Inspect reports, views, health, and comparisons.

Assets#

A read-only inventory of what the level actually contains: labelled target actors, spawn content and NameFrame helper actors. Use it to confirm the level is ready before you start assigning classes.

Level Inventory

This summary is derived from the active level; detailed class and actor assignment remains on Scene.

Refresh Inventorybutton
Rescan helpers, classes, and target actors.

Add Spawn Zonebutton
Create a reusable level-authored spawn zone.

Preview Level Poolsbutton
Preview pools authored on selected or all NameFrameSpawnZone actors in the level. Advanced Spawner YAML is exercised by Generate Preview or Smoke Test.

Clear Previewbutton
Remove temporary preview actors.

Validate Assetsbutton
Validate labels, pools, grounding, and spawn readiness.

Edit in Scenebutton
Open detailed class, actor, and helper authoring.

Authoring Boundary

Assets identifies reusable content; Scene owns placement and class assignment; Dataset owns export policy.

Scene#

Where the dataset is really authored. You create spatial rules (zones and flight paths), define the class taxonomy, assign level actors to classes, and set the population contract that governs every zone.

Rescanbutton
Rescan labels and helper actors in the current level.

Spatial rules

Add a rule at the selected actor location, then manage every helper from the list below.

Spawn Zonebutton
Create a spawn population area.

Target Zonebutton
Create a camera look-at target area.

Exclusion Zonebutton
Create a forbidden spawn area.

Camera Zonebutton
Create an allowed camera placement area.

Flight Pathbutton
Create an editable camera spline.

Show / Hidebutton
Toggle all NameFrame helpers in the viewport.

Pick Groundbutton
Select a spawn zone and a ground actor first.

Preview Level Zonesbutton
Preview only the pools stored on NameFrameSpawnZone actors in the level. Use Generate Preview or Smoke Test for Advanced Spawner YAML.

Clear Previewbutton
Delete temporary preview actors.

Validate Setupbutton
Validate spawn zones, labels, ground, and asset pools.

Also move existing target actors once before capturecheckbox
default: unticked

Spawner contract

Configure the complete runtime contract here: global placement limits plus asset pools, explicit zones, numeric/spatial distributions, anchors, class-distance rules, and nested groups.

Ground actor prefixfield
accepts Empty accepts any traced ground

Max ground clearance (m)field
efault 2.0

Scatter radius (m)field
accepts 0,10 or a numeric distribution

Scatter yaw (deg)field
accepts 0,360

Min spacing (m)field
efault 0.5

Max slope (deg)field
efault 30

Max attemptsfield
efault 120

Use level Spawn Zonescheckbox
default: ticked

Shuffle generated actors per framecheckbox
default: unticked

Groupfield
accepts crew

Memberfield
accepts workers

Class labelfield
accepts worker

Countfield
efault 1

Min mfield
efault 0

Max mfield
efault 1

Add / Update memberbutton
Upsert this leaf member in the selected root group.

From classfield
accepts worker

Near classfield
accepts truck

Countfield
efault 1

Min mfield
efault 2

Max mfield
efault 5

Add / Update Near rulebutton
Create both the relative spawn rule and its directional distance constraint.

Distribution JSONfield
efault {\

Preview SVGbutton
Sample this distribution deterministically and open its SVG histogram.

Spacing footprintscheckbox
default: ticked

Ground tracescheckbox
default: ticked

Collision boundscheckbox
default: ticked

Spline tangentscheckbox
default: ticked

NavMesh projectioncheckbox
default: ticked

Exclusion zonescheckbox
default: ticked

Preview overlaybutton
Spawn the current level-zone preview and draw the selected diagnostics for 20 seconds.

Clear overlaybutton
Clear preview actors and persistent NameFrame debug lines.

Numeric examplebutton
Load the numeric-distribution acceptance recipe into all Studio controls.

Spatial examplebutton
Load the spatial-profile acceptance recipe.

Anchors examplebutton
Load exact-anchor and inter-class constraints.

Groups examplebutton
Load the nested-group and final-statistics recipe.

Save & Validatebutton
Save all current Studio controls to YAML, then run compiler validation.

Save & Dry Runbutton
Save the UI-authored recipe and write its deterministic population plan.

Clear advanced rulesbutton
Clear only the advanced population YAML editor.

Classes and actors

Create a class, select actors in the viewport, then assign them. One actor can be added at a time or in bulk.

Add Classbutton
Add a dataset class.

Assign Prefixbutton
Assign all matching actor names to the class typed above.

Refreshbutton
Rescan DatasetTarget labels in the level.

Ignore Selectedbutton
Mark selected actors with DatasetIgnore.

Create Job From Levelbutton
Build a starter recipe from the current scene.

Capture#

Camera motion, image resolution, viewpoint rejection rules, weather, and the throughput profile. Every field left blank keeps whatever the loaded recipe says.

Camera

Start with a mode preset, then tune only the values that matter for this run.

Orbitbutton
Orbit sampled targets and reject empty target views.

Dronebutton
Sample drone positions aimed at targets and reject empty target views.

Randombutton
Sample random camera positions aimed at targets and reject empty target views.

Fixedbutton
Use the configured fixed pose and its free orientation.

Splinebutton
Follow an enabled NameFrameFlightPath while aiming at sampled targets.

Fixed position (m x,y,z)field
accepts 0,0,10

Fixed rotation (pitch,yaw,roll)field
accepts -30,0,0

Fixed CameraActor (optional)field
accepts CameraActor_0

Flight path name (optional)field
accepts flight_path

Modefield
accepts orbit

Look atfield
accepts target | random_point | free

Width (px)field
efault 1280

Height (px)field
efault 960

640 x 640button
Square training images at 640 by 640 pixels.

1280 x 720button
HD 16:9 images at 1280 by 720 pixels.

1280 x 960button
Four-to-three images at 1280 by 960 pixels.

1920 x 1080button
Full HD 16:9 images at 1920 by 1080 pixels.

Distance (m)field
accepts 12 or 4,24

Altitude (m)field
accepts 18 or 10,28

Field of viewfield
accepts 70 or 50,95

Yawfield
accepts 45

Pitchfield
blank keeps the recipe value

Rollfield
accepts 0

Near clip (cm)field
blank keeps the recipe value

Far clip (cm)field
blank keeps the recipe value

Export intrinsics and extrinsics per framecheckbox
default: ticked

Fixed from Viewportbutton
Create or update a CameraActor at the exact active viewport position, rotation, and field of view, then configure Fixed mode.

Preview Camerabutton
Move the editor viewport to the estimated first capture pose.

Smart Viewpoint Validation

Reject unusable camera samples before or after rendering and keep the rejection reasons in frame metadata.

Generate valid viewpoints onlycheckbox
default: unticked · Sample again when the camera does not meet the configured visibility constraints.

Require one fully visible targetcheckbox
default: unticked · Require at least one visible target whose bounds are fully inside the frame.

Min targetsfield
efault 1

Max targets (0 = any)field
efault 0

Min visible targets (%)field
efault 20

Min box width (px)field
efault 16

Min box height (px)field
efault 16

Retry countfield
efault 12

Reject empty segmentationcheckbox
default: ticked

Reject invalid depthcheckbox
default: ticked

Reject excessive blurcheckbox
default: unticked

Reject dark / overexposed framescheckbox
default: unticked

Min segmentation coverage (%)field
efault 0

Min valid depth (%)field
efault 95

Min focus scorefield
efault 2.5

Calibrate from Current Dumpbutton
Calculate conservative segmentation, depth, focus, and exposure thresholds from the accepted frames in the current dump, then apply them to these controls.

Min mean brightnessfield
efault 35

Max mean brightnessfield
efault 220

Fallback after final retryfield
efault stop_job · accepts continue | skip_frame | stop_job | relax_constraints

Environment

Choose a weather driver. Only that driver's controls are shown; shared output settings stay below.

NameFrame weathercheckbox
default: ticked

Ultra Dynamic Sky / Weathercheckbox
default: unticked

Clearbutton
Use clear sun.

Fogbutton
Use fog.

Rainbutton
Use rain.

Stormbutton
Use storm.

Snowbutton
Use snow.

Randombutton
Randomize weather with the configured weights.

Weatherfield
accepts random

Random weightsfield
accepts clear_sun:20,fog:20,rain:20,...

Sky parametersfield
efault default · accepts Time of Day=900,1700;Cloud Coverage=0,10

Weather parametersfield
efault default · accepts Weather=clear_skies|rain_light|snow

Settle time (seconds)field
efault 0.75

Composite precipitation into outputcheckbox
default: ticked · Composite rain and snow particles into generated output.

Capture Performance

Preload the scene once, reuse weather in batches, reduce expensive RGB effects, and keep exact per-instance labels. Safe preserves legacy output; Balanced is recommended for training; Fast changes visual fidelity.

Safebutton
Preserve the existing quality-first behavior.

Balancedbutton
Recommended training preset: full preload, batched weather, conservative ID culling, no Lumen.

Fastbutton
Maximum throughput preview/training preset; disables expensive lighting effects and depth export.

Profilefield
efault safe · accepts safe | balanced | fast | custom

Render qualityfield
efault standard · accepts standard | cinematic

Preload timeout (seconds)field
efault 5

Initial warmup rendersfield
efault 0

Frames per weather batchfield
efault 1

Weather warmup rendersfield
efault 1

Progress write intervalfield
efault 1

Export depth.npycheckbox
default: ticked · Writes depth.npy. Scene depth is still rendered for exact occlusion labels.

Ray tracing if enabledcheckbox
default: unticked

Finish asset compilationcheckbox
default: ticked

Warm target shaderscheckbox
default: ticked

Stream level resourcescheckbox
default: ticked

Pin target texturescheckbox
default: ticked

Settle only on changecheckbox
default: unticked · Wait only at the start of a weather batch.

Replay dynamic weathercheckbox
default: ticked · Reapply UDS/UDW values after settling to prevent Blueprint defaults from returning.

Cull off-screen ID targetscheckbox
default: unticked · Skip actor-depth renders only when conservative bounds prove the target cannot touch the image.

Record stage timingscheckbox
default: ticked

Camera convergence rendersfield
efault 0

Group ID targetscheckbox
default: ticked · Render non-overlapping ID targets together to reduce depth captures and readbacks.

Declare camera cutcheckbox
default: ticked · Reset temporal render history after every sampled camera move.

Anti-aliasingcheckbox
default: ticked

Bloomcheckbox
default: ticked

Global illuminationcheckbox
default: ticked

Lumencheckbox
default: ticked

Shadowscheckbox
default: ticked

Reflectionscheckbox
default: ticked

Fog / cloudscheckbox
default: ticked

Particles / Niagaracheckbox
default: ticked

Translucencycheckbox
default: ticked

Preview Lab#

A throwaway real capture of a handful of frames through the exact production pipeline. It never touches your configured output folders.

Back to Capturebutton
Return to camera and environment configuration.

Continue to Generatebutton
Open validation and generation after reviewing the preview.

Sample setup

The temporary run keeps your configured outputs untouched and includes RGB, labels, segmentation, metadata, and quality checks.

1button
Capture one preview frame.

4button
Capture four preview frames.

8button
Capture eight preview frames.

12button
Capture twelve preview frames.

Frames (1-32)field
efault 4

Preview width (px)field
efault 640

Preview height (px)field
efault 360

Generate Previewbutton
Capture and validate a temporary sample from the active Unreal world.

Open Folderbutton
Open the most recent temporary preview folder.

Results

Switch layers without recapturing. Boxes and segmentation are generated from the same RGB frame and metadata.

Boxesbutton
Switch the preview to this layer without recapturing.

RGBbutton
Switch the preview to this layer without recapturing.

Segmentationbutton
Switch the preview to this layer without recapturing.

Dataset#

Which recipe to run, how many frames, where the three output folders go, what the annotation task is, and how the lens/sensor simulation is applied afterwards.

Recipe

Load an existing YAML/JSON recipe or create one from the current level on the Scene page.

Recipe pathfield
blank keeps the recipe value

Browse recipebutton
Choose a Studio YAML or compiled JSON recipe.

Load recipebutton
Load recipe values into Studio.

Save recipebutton
Save current Studio values to YAML.

Compile Scenariobutton
Choose a canonical ScenarioConfig JSON and compile it against the active Unreal scene.

Quick 100button
Set 100 frames.

Demo 1,000button
Set 1,000 frames.

Train 10,000button
Set 10,000 frames.

Large 50,000button
Set 50,000 frames.

Framesfield
efault 100

Seedfield
efault 42

Output

Raw captures, visual reports, and the training dataset remain separate and independently inspectable.

Raw capture folderfield
blank keeps the recipe value

Report folderfield
blank keeps the recipe value

Dataset folderfield
blank keeps the recipe value

Taskfield
efault box

Validation fractionfield
efault 0.2

Test fractionfield
efault 0.1

Clean imagescheckbox
default: unticked

Segmentationcheckbox
default: unticked

Report clean layercheckbox
default: ticked

Report segmentationcheckbox
default: ticked

Lens and sensor

Apply a realistic lens profile after capture or randomize profiles with weighted probabilities.

Lens profilefield
accepts random | realistic_drone | dashcam | cctv | bodycam

Intensityfield
efault 1.0

Random lens weightsfield
accepts realistic_drone:40,dashcam:25,rainy_lens:20,cctv:15

Report preview limitfield
efault 12

Prepare argumentsfield
blank keeps the recipe value

Report argumentsfield
blank keeps the recipe value

Dataset argumentsfield
blank keeps the recipe value

Generate#

Preflight, then run. Readiness checks first, then the four pipeline stages, then shortcuts to whatever the run produced.

Readiness

Run these checks before committing time to a large generation job.

Validate Scenebutton
Validate zones, ground, labels, and assets.

Validate Recipebutton
Validate the recipe and Studio overrides.

Dry Runbutton
Write the planned randomized frame schedule.

Preview Camerabutton
Preview the first estimated camera pose.

Preview Level Actorsbutton
Preview actors from level-authored NameFrameSpawnZone pools. Advanced Spawner YAML runs in Generate Preview or Smoke Test.

Generate Test Batchbutton
Capture and verify five deterministic frames, then open a temporary report.

Pipeline

Disable stages only when reusing artifacts from a previous run.

1 Capturecheckbox
default: ticked

2 Verifycheckbox
default: ticked

3 Reportcheckbox
default: ticked

4 Datasetcheckbox
default: ticked

Generate Datasetbutton
Run the selected pipeline stages with the current recipe and overrides.

Retrybutton
Retry the same configured pipeline after a failure or cancellation.

Rerun Same Seedbutton
Run the successful configuration again with the same seed for deterministic comparison.

Open Outputbutton
Open the generated report, dataset, or raw capture in that order.

Artifacts

Open the configured output or jump to the newest successful artifact.

Open Reportbutton
Open the configured HTML report.

Open Datasetbutton
Open the configured dataset folder.

Open Raw Dumpbutton
Open the configured capture folder.

Latest Reportbutton
Open the newest report.

Latest Datasetbutton
Open the newest dataset.

Latest Raw Dumpbutton
Open the newest raw capture.

Results#

Starts the loopback-only Results API over an existing Metadata index and opens the browser Results page, plus shortcuts to generated artifacts.

Local Analytics

Start the local API over an existing Metadata v1 index, then open the full Results workflow in your browser.

Metadata SQLite indexfield
blank keeps the recipe value

Saved views JSONfield
blank keeps the recipe value

Generated report folderfield
blank keeps the recipe value

Local portfield
efault 8010

Start Resultsbutton
Start the loopback-only Results API using the configured local index.

Open Resultsbutton
Open the running Studio Results page in the default browser.

Stop Resultsbutton
Stop the local Results API process started by this Studio window.

Artifacts

Open generated Analytics reports or the configured single-run outputs.

Analytics Reportsbutton
Open the generated saved-view report folder.

Run Reportbutton
Open the configured single-run HTML report.

Latest Reportbutton
Open the newest single-run report.

Datasetbutton
Open the configured assembled dataset.

Raw Dumpbutton
Open the configured raw capture.

Settings#

Local paths, the AI/MCP endpoint with its approval queue, and links back to the pages that actually own each setting.

Local Workspace

NameFrame remains local-first. These paths are read from the same controls used by generation and Results.

AI / MCP

Operate the authenticated loopback MCP endpoint, enforce read-only mode, and inspect bounded local activity without exposing tokens or request payloads.

Control-plane storefield
accepts _local/control.json

Project IDfield
accepts project_... from control-init

Local endpoint portfield
efault 8020

Read-only mode (recommended)checkbox
default: ticked · Forces safe local scopes even when the bearer token has write permissions.

MCP enabledfield
blank keeps the recipe value

Local endpointfield
blank keeps the recipe value

Permission profilefield
blank keeps the recipe value

Connected clients (observed)field
blank keeps the recipe value

Active tasksfield
blank keeps the recipe value

Recent tool activityfield
blank keeps the recipe value

Approval queuefield
blank keeps the recipe value

Start MCPbutton
Start an authenticated loopback Streamable HTTP endpoint with the selected permission mode.

Refresh Activitybutton
Refresh clients, tasks, tool activity, and approval signals from bounded local stores.

Copy Setupbutton
Copy token-free client setup instructions. Secrets are represented only by an environment-variable placeholder.

Disable MCP Writesbutton
Immediately restart a running endpoint with safe read-only scopes, or force the next start read-only.

Disconnect Clientsbutton
Stop the Editor-managed MCP endpoint and close all current client sessions.

Inspect Planbutton
Refresh and inspect the selected pending generation plan summary before deciding.

Approvebutton
Approve exactly the selected durable generation request. The client must still retry with approved=true.

Denybutton
Permanently deny exactly the selected durable generation request.

Configuration Owners

Edit settings where they are validated and consumed, while this page remains a reliable overview.

Open Repositorybutton
Open the configured local repository root.

Capture Settingsbutton
Edit camera, environment, quality, and performance.

Dataset Settingsbutton
Edit recipe, output, export, and sensor settings.

Results Settingsbutton
Configure Metadata index, view store, reports, and local port.

Preview Labbutton
Open temporary real-capture preview controls.

Conventions worth knowing#

Ranges

Numeric fields that accept a range take two comma-separated values. 12 means exactly twelve. 4,24 means "sample uniformly between 4 and 24 for every frame". That one convention is how most randomisation is expressed in the panel.

Weighted choices

Fields like random weather weights and random lens weights take name:weight pairs separated by commas, for example clear_sun:20,fog:20,rain:20. The weights are relative, so they do not need to add up to 100.

Key/value parameter fields

The Sky parameters and Weather parameters fields take Property=value pairs separated by semicolons, and a value can itself be a range or a set of alternatives:

Time of Day=900,1700;Cloud Coverage=0,10
Weather=clear_skies|rain_light|snow

The literal word default means "leave the driver alone".

Zones are level actors

Spawn, target, exclusion and camera zones, and flight paths, are real actors placed in your level. Studio creates them at the selected actor's location, but after that you move, rotate and resize them like anything else, and their settings live in the Details panel. They are saved with the level, so they survive a Studio restart.

Cancelling is safe

The Cancel button on the progress widget stops the background worker. Frames already written to the raw dump stay there. Nothing is rolled back, and you can resume or reuse them.