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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

Maps.jpg

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

UndoRedo.jpg   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

ViewportCamera.jpg

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.

Widget.jpg

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

Misc.jpg

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.jpg

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

LightingBuildOptions.jpg

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.

Propagation.jpg

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

Launch.jpg   CTRL+click any of these buttons to launch in spectator mode

Play in editor (PIE)

Launches a 'Play in editor' session on the PC.

Play on Xenon

Launches the game on the XBox360 dev kit.

Play on PS3

Launches the game on the PlayStation 3 dev kit.