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UnrealEdUserGuide
UnrealEd User Guide
Document Summary: Guide to using the Unreal Editor. Document Changelog: Created; maintained over time.Introduction
UnrealEd is a suite of tools for working with content in the Unreal Engine. At the core, it is used for level design; but contained within are editors and browsers for importing and manipulating content for your game project. This document describes the major features of UnrealEd, and guides you on how to use more specific features.General Package System
Importing your art into the Unreal Engine 3 Editor is a simple process. Those familiar with previous incarnations of the Unreal Editor will find some significant changes in the representation of content. There is now a new type of browser called the Generic Browser which replaces both the old browsers, allowing you to deal with both lots of asset package information in one place. In a package you will probably find meshes, materials, and textures. Users familiar with Unreal may again be surprised at this point: content such as meshes and textures are now stored in a single package.Terminology
For a complete glossary of Unreal Engine3 terms, including Levels and Actors, see the Glossary page.Using UnrealEd
Opening the Editor
To open Unreal Ed, locate the appropriate executable (.exe) for your game project in the Binaries directory, and run it with theeditor parameter.
As an example, the ExampleGame project has a compiled executable called LTCG-ExampleGame.exe in the Binaries directory. To run the editor for ExampleGame, run the following command:
LTCG-ExampleGame editor
Creating a Level
For an introduction on creating a simple level, see the Creating Levels page.UnrealEd Overview
Editor Layout
Menu Bar
File
Edit
View
Brush
Build
Tools
Help
Tool Bar
For more information about the Tool Bar, see the Editor Tool Bar page.Viewports
For a guide to the different View Modes in UnrealEd, see the View Modes page. For a guide to the different Show Flags in UnrealEd, see the Show Flags page.Browsers
Generic Browser
For a guide to the features and fields in the new generic browser, see the Generic Browser Reference page.Actor Class Browser
For a guide to browsing different Actor classes in UnrealEd, see the Actors Browser Reference page.Groups Browser
For a guide to managing Actors in UnrealEd, see the Groups Browser Reference page.Level Browser
For a guide to browsing a World of Levels in UnrealEd, see the Level Browser Reference page.Referenced Assets Browser
For a guide to browsing the assets being referenced in UnrealEd, see the Referenced Assets Browser Reference page.Primitive Stats Browser
For a guide to browsing primitive statistics (for optimization and measuring performance) in UnrealEd, see the Primitive Stats Browser Reference page.Dynamic Shadow Stats Browser
For a guide to browsing dynamic shadow statistics (for optimization and measuring performance) in UnrealEd, see the Dynamic Shadow Stats Browser Reference page.Scene Manager
For a guide to managing Actors in a Level in UnrealEd, see the Scene Manager Reference page.Content Tags
For a guide to tagging assets in UnrealEd, see the Content Tags Browser page.Task Browser
The Task Browser allows you to connect to a task database to browse tasks and mark them as complete. See the Task Browser page for more information.Log
Editors
Common Features
Property Window
The Property Window, used in many places in various editors, is where variables exposed by script can be edited. For objects with an abundance of variables, the Property Window now comes with a search feature, as shown below.
NOTE: The Actor Lock button will only appear when the Property Window is displaying the properties for an Actor.
When a search string is entered or Show only modified is enabled, the tree will automatically expand to show you the appropriate properties. Expand and collapse are disabled in this mode.
The options menu now contains all items that were previously on the toolbar and two options (Show All Windows and Show Only Modified) that were in the main editor frame.
To remove the search string, either delete it in the text control or click the red X button.
EditCondition is now more generally supported. In an UnrealScript class (.uc) file, simply add something similar to the following:
var() int DistanceFieldScaleFactor<EditCondition=bUseDistanceFieldAlpha>;The EditCondition must reference a boolean value and will only be enabled when that boolean is true. In the property window, it will look like the following
