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UE3 Home > Unreal Editor and Tools > Unreal Editor User Guide > Main Editor Toolbar

Main Editor Toolbar


Overview


What follows is a brief description of the controls on UnrealEd's toolbar as they appear from left to right.

Maps


Maps.jpg

Create a New Level

toolbar_file_new.jpg

Creates a new map, first prompting to save any open levels that are unsaved or that have changed since last save.

Open an Existing Level File

toolbar_file_open.jpg

Opens an existing map, first prompting to save any open levels that are currently unsaved.

A list of the most recently opened maps is available by clicking on the adjacent toolbar_file_recent.jpg button.

recent_menu.jpg

Toggle Map File As Favorite

toolbar_favorite.jpg

Toggles whether the current map is saved as a favorite. A list of favorite maps is available by clicking on the adjacent toolbar_file_recent.jpg button.

favorite_menu.jpg

Save Current Level

toolbar_file_savecurrent.jpg

Saves the 'current level' (as specified in the Level Browser). Only saves if the current level is unsaved or has changed since last save. If source control is enabled and the current level needs to be checked out from source control to be saved, you will be prompted to check out the package.

Save All Levels

toolbar_file_saveall.jpg

Saves all levels are unsaved or that have changed since last save. Only saves levels in packages that are writable on disk. Does not prompt for checkout from source control.

Save All Writable Packages

toolbar_file_savepackages.jpg

Saves all packages which are writable and have been saved previously to disk. This will not prompt to checkout packages under source control and will not save new packages which do not already exist on disk.

Undo/Redo


UndoRedo.jpg

ALERT! Note: You cannot undo/redo after certain actions (e.g. opening a map, building a level, etc).

Undo the Last Action

toolbar_transaction_undo.jpg

Undo the last action in the transaction stack.

Redo the Previously Undone Action

toolbar_transaction_redo.jpg

Redo the last undone action in the transaction stack.

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

Selection Mode

toolbar_transform_selection.jpg

Toggles whether objects can be transformed. When enabled, objects cannot be translated, rotated, or scaled.

Use translation widget.

toolbar_transform_translate.jpg

In translation mode, the widget will translate (move) the selected actors.

Use rotation widget

toolbar_transform_rotate.jpg

Sets the widget to rotation mode, in which selected actors will rotate about the pivot point.

Use uniform scaling widget

toolbar_transform_scale.jpg

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

toolbar_transform_scale_nonunifomr.jpg

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

toolbar_coordinate_system.jpg

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.

Search


Find Actors

toolbar_search.jpg

Opens the 'Search For Actors' dialog, which allows the user to find specific actors in levels that are currently visible in the Level Browser.

Browser


Content Browser

toolbar_contentbrowser.jpg

Opens the Content Browser, which allows the user to search for assets.

Editors


toolbar_editors.jpg

Kismet Editor

toolbar_editors_kismet.jpg

Opens the Kismet editor, which allows the user to edit Kismet sequences on the current level.

Matinee Editor

toolbar_editors_matinee.jpg

Allows the user to open any matinee sequences on the current level.

Viewport Camera


Distance to far clipping plane

toolbar_clipping.jpg

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.

Selection


Misc.jpg

Allow Translucent Selection

toolbar_selection_translucent.jpg

Allows objects with translucent materials to be selected

Encompass to Select

toolbar_selection_encompassed.jpg

When enabled, and object must be entirely encompassed by the selection box to be selected.

Misc


Misc.jpg

Toggle fullscreen

toolbar_misc_fullscreen.jpg

Toggles editor 'Fullscreen' mode. If enabled, UnrealEd maximizes and its titlebar disappears.

Toggle Real Time Audio

toolbar_misc_audio.jpg

Toggles Real Time Audio in the perspective viewport. Right click to adjust volume.

Building


Build.jpg

Build Geometry for Visible Levels

toolbar_build_geometry.jpg

Builds geometry for the 'Current Level', as specified in the Level Browser.

Build Lighting

toolbar_build_lighting.jpg

Brings up the 'Lighting Build Options' dialog, pictured below

LightingBuildOptions.jpg

Build Paths

toolbar_build_paths.jpg

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

toolbar_build_paths.jpg

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

toolbar_build_all.jpg

Builds geometry, lighting, pathing and cover nodes for all visible levels. ALERT! Note: This may result in invalid information in levels that are not visible at build time.

Build All and Submit to Source Control

toolbar_build_allsubmit.jpg

Builds geometry, lighting, pathing and cover nodes for all visible levels and commit the built levels to source control. ALERT! Note: This may result in invalid information in levels that are not visible at build time.

Lighting Quality Setting

toolbar_build_lightingquality.jpg

Action Description
Left Mouse click Cycle through quality setting options.
Right Mouse click Directly set the quality for the lighting build.

Launch buttons


These buttons will launch the current level on the specified platform.

Action Description
Left Mouse click Launch on the specified platform.
CTRL + Left Mouse click Launch in spectator mode.
Right Mouse click Edit launch URL.

Play on PS3

Launches the game on the PlayStation 3 dev kit.

Play on PC

toolbar_start_onpc.jpg

Launches the game on the PC.

Play on Xenon

Launches the game on the XBox360 dev kit.

Play in editor (PIE)

toolbar_play_pie.jpg

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