> For the complete documentation index, see [llms.txt](https://ronanmahon-art.gitbook.io/lookdev-toolkit/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ronanmahon-art.gitbook.io/lookdev-toolkit/getting-started.md).

# Getting Started

Lookdev Toolkit brings HDRI lighting, camera controls, reference tools, and viewport capture into one dockable panel in Unreal Engine.

{% embed url="<https://youtu.be/ulAHRjM38e0?si=aHk-ypWbk864r2vm>" %}

{% hint style="info" %}
Lookdev Toolkit is an Editor Utility Widget. \
It is entirely Blueprint based and uses ordinary Cine Camera Actors.
{% endhint %}

## Install and open

1. Find **Lookdev Toolkit** in your Fab Library in the Epic Games Launcher and choose **Add to Project**.&#x20;
2. Open the project. The toolkit content is in `/Game/RonanMahonArt/LookdevToolkit`.
3. Right click **EUW\_LDT\_Main** and choose **Run Editor Utility Widget**.
4. Dock the panel beside your viewport. You can reopen it from **Tools → Editor Utility Widgets** after running it once.

No third-party plugins are required. The toolkit uses Unreal's editor tools.\
Supported Unreal Engine versions: 5.8 and newer.\
The panel refreshes its context automatically. It does not work in Play or Simulate mode.

Path Tracing is optional and needs a compatible GPU and project settings. You can start with **Deferred** rendering. See [Path Tracing setup](/lookdev-toolkit/help-and-troubleshooting.md#path-tracing-is-unavailable).

## Try the Quick Start scene

Open **L\_LDT\_QuickStart** from `LookdevToolkit/Examples/Maps`. It includes a subject, a lighting setup, camera shots and an example sequence so you can try the controls straight away.

1. Click the viewport, then use **Next Shot** to pilot an included camera.
2. Browse **Previous / Next HDRI** to try a different environment.
3. Adjust **HDRI Rotation**, **HDRI Intensity**, and **Exposure Compensation**.
4. Try a **Focal Length** preset or change **Aperture**.
5. Choose **Deferred**, select **Full HD**, and click **Capture Screenshot**.
6. Click **Open Screenshot Folder** to find the image.

<figure><img src="https://2002596199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FU7pgZsiMppAI2rsosyYp%2Fuploads%2F1b61GinVcQisHV7qurK6%2FQuickStart_Docked.jpg?alt=media&amp;token=26030f78-02ff-490f-b583-5fb76cd9c02b" alt="The Quick Start scene with the toolkit docked beside a piloted camera viewport."><figcaption><p>The Quick Start scene with the toolkit docked beside a piloted camera viewport.</p></figcaption></figure>

#### Try the example sequence

Open **LS\_LDT\_Speaker\_Demo** to explore three product shots with animated cameras and lighting.

1. Open **L\_LDT\_QuickStart**, then open **LS\_LDT\_Speaker\_Demo** in Sequencer.
2. Play or scrub the timeline to preview the camera shots and lighting changes.
3. Pause at a frame and try changing the HDRI, its rotation or intensity, or the camera’s focal length or aperture. Use the toolkit panel or the actor’s **Details**.
4. Key the property using **Sequencer** or the key button in **Details**, then play the sequence to preview your changes.

All cameras are regular **Cine Camera Actors**. Animated lighting and camera settings also work when rendering through **Movie Render Queue** or **Movie Render Graph**.

Open **L\_LDT\_ToolGallery** when you want to explore the individual tools and reference options.

## Use it in your own scene

1. Open your level and place the asset you want to review.
2. Click **Add Lookdev Setup**. This adds the LDT HDRI and Post Process actors; existing LDT setup actors are reused.
3. Choose an HDRI and adjust the lighting.
4. Frame your subject in the viewport and click **Create Camera At View**.
5. Add a reference tool if useful, then capture an image.

You can select the HDRI or Post Process actor from the panel for its additional settings. Scale Reference, Lighting Calibrator, and Material Preview Grid are configured in their actor **Details** panels.

{% hint style="info" %}
**Active viewport:** Placement, rendering mode, target placement, and capture use the most recently active Level Editor viewport. Click the viewport you intend to use before pressing a toolkit button. Camera controls act on the **piloted Cine Camera**, rather than the selected actor.
{% endhint %}

Continue with [Lighting & HDRIs](/lookdev-toolkit/lighting-and-hdris.md), [Cameras & Shots](/lookdev-toolkit/cameras-and-shots.md), or [Capturing Images](/lookdev-toolkit/capturing-images.md).
