<track id="5sipw"><track id="5sipw"><span id="5sipw"></span></track></track><delect id="5sipw"></delect>

<meter id="5sipw"></meter>

  • <meter id="5sipw"><ins id="5sipw"><strike id="5sipw"></strike></ins></meter><nobr id="5sipw"><input id="5sipw"><ruby id="5sipw"></ruby></input></nobr>

      1. <cite id="5sipw"></cite>

          Level Editor

          A guide that overviews the design and construction of game levels and environments.

          Windows
          MacOS
          Linux

          The Level Editor provides the core level creation functionality for Unreal Editor. This is where levels are created, viewed, and modified mainly by placing, transforming, and editing the properties of Actors .

          In Unreal Editor, the scenes in which you create your game experience are generally referred to as Levels . You can think of a level as a 3D environment into which you place a series of objects and geometry to define the world your players will experience. Any object that is placed in your world, be it a light, a mesh, or a character, is considered to be an Actor. Technically speaking, Actor is a programming class used within the Unreal Engine to define an object that has 3D position, rotation, and scale data. For sake of ease, however, it will be easiest to think of an Actor as any object that can be placed in your levels.

          At its most basic level, creating levels boils down to placing items in a map inside Unreal Editor. These items may be world geometry, decorations in the form of Brushes, Static Meshes, lights, player starts, weapons, or vehicles. Which items are added when is usually defined by the particular workflow used by the level design team.

          The Default Interface

          Since the interface for Unreal Editor is highly customizable, it is possible that what you see may change from one launch to the next. Below, you can see the default interface layout:

          1. Tab Bar and Menu Bar

          2. Toolbar

          3. Modes

          4. Content Browser

          5. Viewports

          6. World Outliner

          7. Details

          Tab Bar

          The Level Editor has a tab along the top providing the name of the level currently being edited. Tabs from other editor windows may be docked alongside this tab for quick and easy navigation, similar to a web browser.

          The name of the tab itself will reflect the level currently being edited. This is a pattern consistent throughout the editor - editor tabs will be named after the current asset being edited.

          To the right of the Tab Bar is the name of the current project.

          The Menu Bar in the editor should be familiar to anyone who has used Windows applications previously. It provides access to general tools and commands that are used when working with levels in the editor.

          See the Menu Bar page for descriptions of each menu and its contents.

          The Console (`) is a text field that allows special console commands to be entered that are recognized by the editor. The text field has an auto-complete feature that automatically lists all commands matching the text currently in the box.

          The button on the far right of the menu bar is:

          Button

          Name

          Description

          button_SourceControl_On.png = On button_SourceControl_Off.png = Off

          Source Control Status

          This tells whether you are connected to source control. You can mouse over for connection details, and click to set up a connection. Perforce and Subversion are supported. See Source Control documentation for details.

          Toolbar

          Toolbar Panel

          The Toolbar panel, like in most applications, is a group of commands providing quick access to commonly used tools and operations.

          See the Toolbar page for descriptions of each of the items on the Toolbar.

          Viewport

          The Viewport panel is your window into the worlds you create in UnrealEd.

          Viewport Panel

          This panel contains a set of viewports, each of which can be maximized to fill the entire panel and offer the ability to display the world from one of three orthographic views (Top, Side, Front) or a perspective view giving you complete control over what you see as well as how you see it.

          See Viewports for more information on working with viewports.

          Details

          Details Panel

          The Details panel contains information, utilities, and functions specific to the current selection in the viewport. It contains transform edit boxes for moving, rotating, and scaling Actors, displays all of the editable properties for the selected Actors, and provides quick access to additional editing functionality depending on the type of Actor(s) selected in the viewport. For instance, selected Actors can be exported to FBX and converted to another compatible type. The Selection Details also allows you to view the materials used by the selected Actors, if any, and quickly open them for editing.

          See the Details page for a more complete overview and guide to using the Details panel in the Level Editor.

          Modes

          The Level Editor can be put into different editing modes to enable specialized editing interfaces and workflows for editing particular types of Actors or geometry.

          To display a selection of modes, in the Level Editor Toolbar, open the Modes dropdown.

          Modes_dropdown.png

          Icon

          Mode

          Shortcut

          Description

          LE_Tools_Select.png

          Select

          Shift + 1

          Activate Select mode to place Actors in your scene.

          LE_Tools_Landscape.png

          Landscape

          Shift + 2

          Activate Landscape mode to edit Landscape terrains.

          LE_Tools_Foliage.png

          Foliage

          Shift + 3

          Activate Foliage mode to paint instanced foliage.

          LE_Tools_Brush.png

          Brush Editing

          Shift + 4

          Activate Brush Editing mode to modify Geometry Brushes.

          LE_Tools_MeshPaint.png

          Mesh Paint

          Shift + 5

          Activate Mesh Paint mode to paint vertex colors and textures on Static Mesh Actors directly in the viewport.

          Modes panels contain a selection of tools tailored to the selected editing mode. These change the primary behavior of the Level Editor for a specialized task, such as placing new assets into the world, sculpting landscapes, generating foliage, creating geometry brushes and volumes, and painting on meshes.

          Place_Actors_Panel_w_Landscape.png

          The Place Actors panel displays in Select mode, and it is the only Modes panel that can be open at the same time as another Modes panel. In the image above, the Place Actors and Landscape panels are both open and can be selected by clicking its tab. If another mode is selected, the Place Actors panel will remain open, the Landscape panel will close, and the newly selected panel will replace it.

          You can close any panel by clicking the small "X" in the upper-right corner of the tab. You can also hide any panel by right-clicking on the tab, and then clicking Hide Tab on the context menu that appears. To reopen a panel that you have closed, click that panel's name on the Window menu.

          World Outliner

          Scene Outliner Panel

          The World Outliner panel displays all of the Actors within the scene in a hierarchical tree view. Actors can be selected and modified directly from the World Outliner. You can also use the Info drop down menu to turn on an extra column that shows Levels, Layers, or ID Names.

          See the World Outliner page for details on using the World Outliner.

          Layers

          The Layers panel allows you to organize Actors in your Level.

          LayerInfra.jpg

          Layers provide the ability to quickly select as well as control visibility of groups of related Actors. You can use your layers to quickly un-clutter a scene leaving only the geometry and Actors that you are working with. For example, you might be working on a building that has multiple levels but is comprised of many modular parts. By assigning each floor to a layer, you can hide each of the floors you are not working on making the top view much more manageable.

          See the Layers Panel User Guide page for details on using the Layers panel.

          Select Skin
          Light
          Dark

          Welcome to the new Unreal Engine 4 Documentation site!

          We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

          We'll be sure to let you know when the new system is up and running.

          Post Feedback
          网上捕鱼平台