49 tips in the UDK editor)

Source: Internet
Author: User

Very Helpful ~

01. First time using the Unreal Engine? Go to http://udn.epicgames.com for tips on getting started.
01. Are you using the Unreal Engine for the first time? Go to http://udn.epicgames.com for help.

02. Content Browser has a powerful search tool that can find assets from just about any package file in your game. aside from asset names, you can type object types, paths or tag names to instantly find matching assets.
02. The content browser has a powerful search tool that can search resources from almost all the package files of your game. In addition to the resource name, you can enter the object type, path, and tag name to quickly find the matched resource.

03. To place a new actor such as a light or player start, right click in a level viewport and select Add Actor. you can also select specific types of actors in the Actor Classes browser, then place the actor using the level viewport right click menu.
03. If you want to place a new object, such as a light source or player start, right-click a level view and select Add Actor. You can also specify the object type in the Actor class browser, and place the object by right-clicking the context menu in the level view.

04. You can fly around in perspective viewports by holding down the right mouse button and using the W/A/S/D keys (or arrow keys) to move. with the mouse button held down, you can use the mouse-wheel to change your movement speed.
04. You can right-click and use W/A/S/D to move freely in the perspective. Right-click the mouse and use the scroll wheel to change the moving speed.

05. You can press "Ctrl + Shift + F" to jump straight to the Content Browser's search field from anywhere in the editor.
05. Press Ctrl + Shift + F anywhere in the editor to directly jump to the search bar of the content browser.

06. You can place assets into your level by dragging and dropping them straight from the Content Browser's thumbnail view.
06. You can drag and drop resources from the thumbnail view of the content browser and place them in your level.

07. Want to center your viewports on a selected object? Hit the "Home" key to focus on a selected actor or actors.
07. If you want the selected object to be in the center of your perspective, you can click "HOME" to focus on one or more objects you have selected.

08. While navigating by holding down the right mouse button, you can move up and down using the E/Q keys. also, you can quickly zoom the camera in and out using the Z/C keys.
08. When you right-click to browse, you can use the E/Q key to move up and down. You can also use the Z/C key to pull the camera lens farther and closer.

09. You can hold "Ctrl" and scroll the mouse wheel in the Content Browser's thumbnail view to zoom in and out.
09. You can press Ctrl in the thumbnail view of the content browser and scroll the scroll wheel to zoom in and out.

10. Press "Ctrl + Tab" to cycle through open windows in Unreal Editor.
10. Press the "Ctrl + Tab" key to switch between windows opened in the phantom editor cyclically.

11. Box select objects by holding Ctrl + Alt when you left-drag your mouse, do the same with the right mouse button to box deselect and area.
11. To select a box object, press Ctrl + Shift and drag it with the left mouse button. Press Ctrl + Shift and right-click to drag the image.

12. Moving, Rotating, and Scaling actors often with the widget? Use the spacebar to cycle between modes.
12. If you often use controls to move, rotate, and scale objects, you can press the Space key to switch between different modes cyclically.

13. Don't forget you can change your camera's movement speed with the three blue icons in the main toolbar. This makes navigating large maps much easier
13. Remember that you can use three blue buttons in the main toolbar to change the camera's movement speed. This feature allows you to easily browse Large maps.

14. Want to warp around your environment quickly? Place bookmarks. in the tradition of connected RTS games, you can hold Ctrl + any number key to place a bookmark at that location. now just hit the number key again and the camera will return to the position stored. drop bookmarks in your major areas and save yourself a load of repetitive dragging.
14. If you want to quickly locate in your environment? You only need to place a few bookmarks. In many traditional RTS games, you can press ctrl + any number key to create bookmarks at the desired position. Now, you only need to press any number key, and the camera will return to the location where it is stored. Can be deleted in the master
To save the bookmarks of your own locations that need to be dragged repeatedly.

15. Not a fan of the widget? Move an actor using Ctrl + LeftMouseDrag. Rotate an actor with Ctrl + RightMouseDrag. The widget can be hidden with the "Show/Use the widget" icon in the main toolbar.
15. If you do not want to use a widget, press Ctrl and drag the left mouse button to move the object. Press Ctrl and drag the right mouse button to flip the object. Controls are displayed and hidden by using the "Show/Use the widget" icon in the main toolbar.

16. When searching for assets using the Content Browser, you can enter a minus symbol before a string to omit assets that match that query from the search results.
16. When you search for a resource through a content browser, you can enter the "-" number before the search string to omit the resource matching the search result.

17. Adjusting a radius? Skip the properties window and use the "scale" widget to adjust the radius ally. if it's an object like a trigger, a quick "C" toggle will show its collision for a more precise scaling operation.
17. To adjust the radius, you can skip the attribute window and use the scale Control For visual adjustment. If it is an object similar to a trigger, press the Cut-Off Key "C" to display its collision, so that you can perform more precise scaling operations.

18. Need a quick measurement? Just drag with your middle mouse button in a viewport to pull up the in-editor rport.
18. If you need a quick measurement, drag the scroll wheel in the eye to pull out a measurement tool built in the editor in the view.

19. Need to place lots of a specific actor type? In the "Actor Classes" browser, select an object such as "PathNode ". now hold the "A" key while clicking on surfaces in your preview window, this will drop an actor of the selected type with every mouse click.
19. To place multiple specified types of actors, you can select an object such as "Pathnode" in the "actor Classes" window ", in the preview window, click the surface and hold down the key, so that each click can place an actor of your choice.

20. Making rows of duplicate objects? Select an actor and hold "Alt" before dragging the object to modify the object and leave a duplicate behind (release Alt between clones ).
20. If you want to copy an object to the ground, select an object, press the "Alt" key, and drag and drop the object, you can get a replica (the "Alt" Key is interpreted between each replica ).

21. Wish you knew all the hotkeys for hiding and showing different types of actors? Above each viewport is a pulldown menu labeled "Toggle Show Flags". Within that pulldown is a list of letters and what they correspond to in the viewport.
21. I hope you have learned all the hotkeys used to hide/display all different types of objects. Each of the preceding views is a folding menu labeled "Toggle Show Flags. The folding Menu displays a series of letters that correspond to them in the viewport.

22. Got a floating object you want on the ground? Select it and press the "end" key to drop that object to the surface beneath it.
22. If you want to place a floating object on the ground, select the object and press the "end" key to bring the object to the plane below it.

23. What package is this asset in? Right click on an actor such as a mesh and select "Find in Content Browser" to see that asset in the Content Browser window.
23. To view the package in which the resource is located, right-click an actor (object), such as a grid object, and select Sync Generic Browser) "You can view the resource in the Generic Browser window (attribute Browser window.

24. In your numeric property fields you can input simple equations. Enter "512 + 1280-32" into a light's radius property for example.
24. You can enter simple equations in many numeric attribute columns. For example, type "512 + 1280-32" in the light radius attribute ".

25. UnrealEd now has spinners to edit values. in most numeric property fields you can select the field, and spinner controls will appear next to the number, allowing you to adjust the value by clicking and dragging.
25. The Unreal Engine now has a fine-tuning controller to edit the value. In many numeric attribute columns, you can select the corresponding column. The fine-tuning controller will appear near it, allowing you to adjust the value by clicking and dragging.

26. The Mesh Paint tool can be used to paint vertex colors directly on static mesh instances in your level. Use this in conjunction with the VertexColor material expression to create impressive-looking surfaces.
26. Mesh painting tool can be used to directly draw the vertex color of a static Mesh object instance in a level. It can be used with VertexColor (vertex color) Material expressions to create an impressive surface.

27. You can use the Mesh Simplification tool to optimize static meshes on a per-level basis by allocation cing their polygon count quickly and easily.
27. You can use the Mesh Simplification tool to optimize single-level objects by quickly and simply reducing the polygon quantity of static Mesh objects.

28. Did you know that you can paint Static Meshes and BSP surfaces with a material by dragging and dropping a material from the Content Browser's thumbnail view straight on top of the asset in the level viewport?
28. Do you know? You can drag materials from the thumbnail of the content browser to draw static mesh objects and BSP surfaces directly on the resources of the level view.

29. Quickly add and subtract the builder brush from your level's BSP by using "Ctrl + A" and "Ctrl + s ".
29. If you want to quickly add or remove A paint brush from the BSP of the level, you can use "Ctrl + A" and "Ctrl + S ".

30. Need a specific sized builder brush? Right click on a brush icon such as the cube to enter numeric values.
30. If you need a paint brush of a specified size, you can right-click a paint brush icon, such as cube, and enter a value.

31. Want a brush already in your level to become your builder brush? Select the brush and hit "Ctrl + P ".
31. to convert an existing paint brush in an existing level into a build paint brush, select the paint brush and click "Ctrl + P ".

32. Want to select a brush itself, and not just the surface? Hold "Ctrl + Shift" when you click the brush's surface.
32. If you want to select the paint brush, instead of the surface, you can press Ctrl + Shift while clicking the paint brush surface.

33. Wish your builder brush or volume was a solid instead of wireframe? The red icon in the top tool paned labeled "Toggle Brush Polys" will display the selected geometry filled with translucent polygons, allowing you better visualization of where your volume exists in the gamespace.
33. If you want to make a paint brush or volume solid, rather than a line frame. The red icon with the label "Toggle Brush Polys ()" above the toolbar can fill the selected ry with a translucent polygon, so that you can better see where your volume is in the game space.

34. Want to see only your core BSP in a level? Use "H" to toggle visibility of everything identifier t brushwork in a viewport.
34. If you only want to display the core BSP in the level, press the "H" key to control the visibility of all objects except the paint brush in the view.

35. what your level will look like as you play? Use "G" to toggle visibility of all non-game actors.
35. If you want to see the Display Effect of a level in the game, you can press the "G" key to control the visibility of non-game elements.

36. You can launch the game right inside of an editor window by clicking the 'play in viewport' button on the toolbar abve any Viewport. the game will start with the player positioned at the editor camera's location.
36. You can start the game in the editor by clicking the 'play in Viewport (Play in the viewer' button in the toolbar at the top of any VPC. The game starts when the player is in the editor camera.

37. Don't forget to "Check map for errors" periodically under the editor's "Tool" menu. this will show you all kinds of useful information. double click on a warning entry to zoom to that actor's location for a quick fix.
37. Remember to regularly press the "Check map for errors (view map error)" menu under the "Tool" menu of the editor. It will show you all the useful information. Double-click a warning to quickly locate the actor, so that you can make quick corrections.

38. Lots of streaming submaps in your level? Right click on any actor and hit "M" to make the level containing that actor "current ".
38. If you have a lot of Dynamically Loaded sub-maps in your level, you can right-click any object (actor) and press the "M" key to make the object "current" in the level.

39. If you have multiple monitors, you can make use of the extra screen real-estate by tearing off floating viewport windows! You can do this by clicking on the 'Tear Off Floating copy' button above any level viewport window.
39. If you have multiple monitors, you can use additional display screens by pulling down the floating View window. You can click the 'Tear Off Floating Copy (pull down the Floating view Copy) 'button on the top of any levels of the visual window to achieve this function.

40. Always swapping between browser tabs? Float it! Select a frequently used browser tab such as "Level Manager" and under the "Docking" menu select "Floating" to remove it from the main browser window. this is great for resizing that window to better accommodate that type of data.
40. If you often switch between browser labels, you can make it floating! Select a frequently used browser label, such as "Actor Classes", and then select "Floating" under "Docking )", this label will be removed from the main browser window. This method is great for re-changing the size of the window to better supply that type of data.

41. Want to rearrange a workspace such as kismet? Worker workspaces now feature docking, allowing you to better mimize your working area. in Kismet, as one example, you can click on the title of a field such as "properties" and drag it around und within the Kismet window. it will lock to the sides of windows, and can even be completely removed from the original workspace.
41. If you want to re-adjust the work area, such as kismet? Currently, many work zones have the docking function, allowing users to better customize Work zones. For example, in kismet, you can click the title area, for example, "Property", and drag it back and forth in the kismet window area. It is locked on the side of the window and can be completely removed from the original work area.

42. Is that actor important to scripting? Hit "K" to toggle "Kismet References" in a viewport. any actor that is referenced in Kismet will have a green box or brackets around it (depending on if it belongs to the current level ). right click on one any of those actors and you have the option to "Find Actor in Kismet" to see how it's being used.
42. If an object (actor) has an important application in the script, you can press "K" to enable "Kismet References (Kismet reference)" in the viewport )", any object referenced in kismet will be surrounded by a green box or supporting box (based on whether it belongs to the current level ). Right-click any of these objects and you can view how they are used in the pop-up "Find Actor in Kismet (search for actor in kismet.

43. Want a quick radiosity type bounce light? Hold "Ctrl + L" and click on a surface in the preview window. A dim light will be created at that location, with the color preset to match the surface you clicked on.
43. to quickly create a slow reflection light source, press Ctrl + L and click a plane in the preview window. A weak light source is created at that position. The preset color of the light source matches the plane you click.

44. Organize large sets of actors into groups. open the group browser, create a new group, name it, and everything you currently have selected will be part of that group. you can add actors to it, take them away, and most importantly hide them easily. A duplicated object will have the same group properties as the object it was created from.
44. If you want to divide a large number of objects into groups. You can open the group browser, create a new group, and name it. All the selected bodies will become part of the group. You can add or remove objects in it. The most important thing is to hide them. The Copied object will have the same group attributes as the original object.

45. Use 'current map' display filter in the Task browser to see a list of bugs for the currently loaded level.
45. Use the 'current map (Current map) 'display filter in the Task browser to view a series of defects of the currently loaded level.

46. I wish this actor lived in another sublevel! Just select the actor (s) in question, right click on one, and select "Move Selected Actors To Current Level" to relocate the actors out of their previous sublevels and into the current sublevel. ctrl + M is the specific cut for this.
46. If you want something to be physically displayed in another sub-level, you only need to select this (these) object and right-click one of them, select "Move Selected Actors To Current Level (Move the Selected object To an existing Level)" To re-place the elements in the previous sub-Level To the Current sub-Level. Ctrl + M is the shortcut key for this function.

47. Want to sort your sublevels in the level browser? Select a level and use the Up and Down keys to reorganize them. This works is several other list-type browsers as well.
47. To sort sub-levels in the browser, select a level and press the Up and Down keys to organize them again. This function is also applicable to other hosted browsers.

48. Convert a mesh's simplified collision to a builder brush by right clicking on it, and under the "Convert" options you'll find the "Convert Collision Model To Brush" action.
48. If you want to Convert a simplified collision of a mesh object to a paint brush builder, you can right-click it and) under "option, find" Convert Collision Model To Brush (Conversion Collision To paint Brush) option.

49. Speed up your in editor navigation performance by toggling the "untitled Movement" icon on your preview window. when moving your camera, the view will be in the faster unencrypted mode. when you stop moving, the view will revert to full lighting.
49. You can enable the "unlight Movement" icon in the preview window to accelerate the navigation and browsing performance of the editor. That is, when you move the camera, the view is in the fast mode, but when you stop moving the camera, the view returns to the all-optical mode.

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