Analyzing Any Asset (Describe to Orion)
Beyond Blueprints
Orion isn't just for Blueprints. You can analyze any asset type in your project using the "Describe to Orion" feature.
What it does:
- Extracts metadata and properties from the asset
- Sends a structured description to the AI
- AI explains what the asset is, its purpose, and anything worth noting
Why it's useful:
- Understand marketplace assets without opening them
- Get quick summaries of data tables, materials, meshes
- Learn what an asset does before modifying it
How to Use
- Right-click any asset in Content Browser (Blueprint, Material, DataTable, Mesh, Texture, Sound, Animation, Enum, Struct, etc.)
- Scroll to bottom of the context menu
- Hover over "Azimuth Orion"
- Click "Describe to Orion"
- Orion extracts asset information and sends it to AI
- AI provides a description
Screenshot Placeholder: [Content Browser showing right-click menu on a DataTable asset named "DT_WeaponStats", with context menu open and "Azimuth Orion" submenu visible at the bottom, "Describe to Orion" option highlighted]
Supported Asset Types
Orion has specialized extractors for common asset types:
| Asset Type | What You'll Learn | Example Use Case |
|---|---|---|
| DataTable | Row structure, column types, row count, sample row names | "What data is in this table?" |
| DataAsset | Class type, configured properties | "What's configured in this settings asset?" |
| Material | Domain, blend mode, shading model, complexity | "Is this material optimized for real-time?" |
| Material Instance | Parent material, customized parameters (colors, textures, scalars) | "What parameters differ from the parent?" |
| Static Mesh | LOD count, triangle/vertex counts, material slots, size | "How complex is this mesh?" |
| Skeletal Mesh | Bone count, LODs, morph targets, material slots | "Does this character have facial animation?" |
| Texture | Resolution, format, compression, sRGB setting | "Is this texture compressed correctly?" |
| Sound | Duration, sample rate, channels | "What's the audio quality?" |
| Animation | Duration, frame count, animation type | "Is this additive or full-body animation?" |
| Enum | All defined values | "What enum values are available?" |
| Struct | Member variables and types | "What data fields does this struct have?" |
| Any other asset | Class name, editable properties | Generic analysis |
Sample Analysis: DataTable
Scenario: Your project has a DataTable DT_WeaponStats from a marketplace pack. You want to understand what's in it.
- Right-click
DT_WeaponStatsin Content Browser - Azimuth Orion > Describe to Orion
- Orion chat opens with your query: "Describing DT_WeaponStats to Orion..."
- AI responds:
"This DataTable uses struct 'FWeaponData' with 8 columns:
- WeaponName (String)
- Damage (Float)
- FireRate (Float)
- MagazineSize (Integer)
- ReloadTime (Float)
- WeaponType (Enum: EWeaponType)
- Icon (Texture2D)
- bIsAutomatic (Boolean)
It contains 15 rows: AssaultRifle, Pistol, Shotgun, SniperRifle, GrenadeLauncher, RocketLauncher, Minigun, SMG, BattleRifle, MarksmanRifle.
This appears to be a weapon configuration table for an FPS game. Each row defines a weapon's stats (damage, fire rate) and UI data (icon). The enum WeaponType likely categorizes weapons for inventory filtering."
You now understand the entire DataTable structure without opening it!
Screenshot Placeholder: [Chat window showing the DataTable analysis response formatted with bullet list of columns and inline code formatting]
Sample Analysis: Material
Scenario: You're using a marketplace material M_Foliage_Master and want to know if it's performant.
- Right-click
M_Foliage_Master - Azimuth Orion > Describe to Orion
- AI responds:
"This is a Surface material with Masked blend mode (for transparency cutout), DefaultLit shading model. It's set to two-sided rendering (important for foliage—leaves visible from both sides) and uses dithered opacity masking. The material has 47 expression nodes.
Analysis: The expression count (47) suggests moderate complexity—well within budget for real-time rendering. Two-sided with masked blending is standard for foliage materials. This should perform fine in large quantities (trees, grass) as long as overdraw is managed."
Screenshot Placeholder: [Chat window showing material analysis with technical terms and optimization notes]
You now know: It's optimized for foliage, uses standard techniques, and should perform well.