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MainEditorToolbar
Main Editor Toolbar
Document Summary: A brief overview of the controls on the main toolbar in UnrealEd?. Document Changelog: Created by DaveBurke?.Overview
What follows is a brief description of the controls on UnrealEd's toolbar as they appear from left to right.Toolbar
Maps
Create a new map
Creates a new map, first prompting to save any open levels that are unsaved or that have changed since last save.Open an existing map
Opens an existing map, first prompting to save any open levels that are currently unsaved. A list of the most recently opened maps are available by clicking on the drop-down arrow next to the button.Save current level
Saves the 'current level' (as specified in the Level Browser). Only saves if the current level is unsaved or has changed since last save.Save all levels
Saves all levels are unsaved or that have changed since last save.Undo/Redo
Note that you cannot undo/redo after certain actions (e.g. opening a map, building a level, etc).
Undo last action
Undo the most recent action.Redo previously undone action
Redo the most recently undone action.Viewport Camera
Distance to far clipping plane
Controls the far clipping plane distance in the perspective level viewport. The clipping plane moves closer to the camera as the slider moves left. Often an editor performance benefit when rendering perspective views of large, complex levels.Slowest/Normal/Fastest camera speed
Adjusts the speed at which the level viewport cameras pans in response to mouse movement.Widget
A tool that appears when actors are selected, the widget provides visible handles that can be selected and dragged to transform the selected actors.
Show widget
Enables/disables the widget.Use translation widget.
In translation mode, the widget will translate (move) the selected actors.Use rotation widget
Sets the widget to rotation mode, in which selected actors will rotate about the pivot point.Use uniform scaling widget
Sets the widget to scaling mode, in which selected actors will be scaled by a uniform amount in the X, Y and Z directions.Use non-uniform scaling widget
Sets the widget to non-uniform scaling mode. In this mode, dragging the individual widget handles will scale the selected actors along specific directions. Note that activating the non-uniform scaling widget will automatically convert the widget's reference coordinate system to 'Local'.Reference coordinate system
The reference coordinate system (RCS) specifies the frame of reference that widget operations will be applied. For example, when an actor has been rotated and the RCS is set to 'Local', translating the actor via the translation widget will result in movement along the actor's rotated directions rather than the global X/Y/Z directions.Misc
Search for actors
Opens the 'Search For Actors' dialog, which allows the user to find specific actors in levels that are currently visible in the Level Browser.Toggle fullscreen
Toggles editor 'Fullscreen' mode. If enabled, UnrealEd maximizes and its titlebar disappears.Cut selected actors to clipboard
Cuts the selected actors out of the level and copies them to the clipboard.Copy selected actors to clipboard
Copies the selected actors to the clipboard.Paste actors from clipboard
Pastes selected actors from the clipboard into the level. Actors are pasted to the location they were copied/cut from.Open Kismet
Opens Kismet for the 'Current Level', as specified in the Level Browser.Toggle brush polys
If enabled, the builder brush's polygons will be rendered with fill when the builder brush is selected.Toggle prefab lock
If enabled (the default), individual actors belonging to a prefab cannot be individually selected; selecting one prefab member will select the entire prefab.Building
Build geometry for current level
Builds geometry for the 'Current Level', as specified in the Level Browser.Build lighting
Brings up the 'Lighting Build Options' dialog, pictured below
Build paths for visible levels.
Builds paths for all visible levels. Note that this may result in invalid information in levels containing pathing that are not visible at build time.Build cover nodes for visible levels.
Builds cover nodes all visible levels. Note that this may result in invalid information in levels containing cover nodes that are not visible at build time.Build all for visible levels.
Builds geometry, lighting, pathing and cover nodes for all visible levels. Note that this may result in invalid information in levels that are not visible at build time.Propagation
'Propagation' allows changes in the editor to be propagated to a game running on your PC or on a XBox360 or PS3 dev kit.
Set propagation target
Sets the target of propagation. Options include 'Local standalone' (PC), Xenon and PS3. The default is 'No propagation', meaning that editor changes are not propagated to any running game.Start sending perspective position to propagation target
When enabled, moving the camera in the editor's perspective level viewport will move camera position in the game running on the the propagation target.Set the remote player position to the current viewport
When enabled, moving the camera in the editor's perspective level viewport will move the player position in the game running on the the propagation target.Stop sending perspective position to propagation target
Disables perspective camera propagation.Launch buttons
CTRL+click any of these buttons to launch in spectator mode
