Tools and Editors

An overview of the different types of Editors contained within Unreal Engine 4.


This page is intended to give you an overview of each of the different types of Editors that you will be working with inside Unreal Engine 4. Whether you are inside the Level Editor building your game's level, working with the Blueprint Editor to script behaviors for the Actors in your level, creating particle effects with the Cascade Editor or setting up animations for characters inside the Persona Editor; a good understanding of what each Editor can do and how to navigate it can improve your workflow and help prevent stumbling blocks during development.

Refer to each of the sections below for an overview along with links to more detailed documentation.

Level Editor

The Level Editor is the primary Editor used to construct your gameplay levels. Generally speaking it is where you define the play space for your game by adding different types of Actors and Geometry, Blueprints, Cascade Particle Systems or anything else that you want to add to your level. By default, when you create or open a project it will open up to the Level Editor.

For more information, see: Level Editor

Material Editor

The Material Editor is where you can create (or edit existing) Materials which are assets that can be applied to a mesh to control its visual look. For example, you can create a "dirt" Material and apply it to floors in your level or terrain to create a dirt looking surface.

For more information, see: Material Editor Reference

Blueprint Editor

The Blueprint Editor is where you can work with and modify Blueprints, which are special assets that can be used to create new types of Actors and script level events, without needing to write any form of C++ code.

For more information, see: Blueprint Editor Reference

Behavior Tree Editor

Inside the Behavior Tree Editor you can script Artificial Intelligence through a visual node-based system (similar to Blueprints) for Actors in your levels (this could be any number of different behaviors for enemies, NPC characters, vehicles, etc.)

For more information, see: Behavior Tree User Guide

Persona Editor

The Persona Editor is the animation editing toolset within Unreal Engine 4 and is used for editing Skeleton Assets, Skeletal Meshes, Animation Blueprints and various other animation assets. Most (if not all) of your animation work within Unreal Engine 4 will take place in this Editor.

For more information, see: Animation Editors

Cascade Editor

Cascade Particle Systems in Unreal Engine 4 are edited inside the Cascade Editor, which is a fully integrated and modular particle effects editor. Cascade offers real-time feedback and modular effects editing, allowing fast and easy creation of even the most complex effects.

For more information, see: Cascade Particle Editor Reference

Niagara Editor

Create special effects in the Niagara Editor using a fully modular particle effects system comprised of separate emitters for each effect. Emitters can be saved in the Content Browser for future use and used as the basis of new emitters in your current or future projects.

For more information, see Niagara Key Concepts

UMG UI Editor

The UMG UI Editor is a visual UI authoring tool which can be used to create UI elements such as in-game HUDs, menus or other interface related graphics you wish to present to your users.

For more information, see: UMG UI Designer User Guide

Matinee Editor

The Matinee Editor is based on the use of specialized animation tracks in which you can place keyframes to set the values of certain properties of the Actors in your level. This allows you to create in-game cinematics, dynamic gameplay events or even animate the properties of Actors over time (such as driving the brightness of a light).

For more information, see: Matinee User Guide

Sound Cue Editor

The behavior of audio playback in Unreal Engine 4 is defined within Sound Cues which can be edited using the Sound Cue Editor. Inside the Sound Cue Editor, you can combine and mix several sound assets to produce a single mixed "output" saved as a Sound Cue.

For more information, see: Sound Cue Editor

Paper2D Sprite Editor

The Paper2D Sprite Editor enables setup and editing of individual Paper 2D Sprites (which are in essence a quick and easy way to draw 2D images in Unreal Engine 4).

For more information, see: Sprite Editor Reference

Paper2D Flipbook Editor

With the Paper2D Flipbook Editor you can create 2D animations called Flipbooks. By specifying a series of Sprites along certain key frames inside the Paper2D Flipbook Editor, those frames are then "flipped" through to create an animation. The best way to think of Flipbooks is of the old hand-drawn style of animation.

For more information, see: Flipbook Editor Reference

Physics Asset Tool Editor

The Physics Asset Tool (or PhAT for short) is used for creating Physics Assets for use with Skeletal Meshes. You can start from nothing and build to a full ragdoll setup or use the automation tools to create a basic set of Physics Bodies and Physics Constraints.

For more information, see: Physics Asset Editor

Static Mesh Editor

The Static Mesh Editor is used to preview the look, collision, and UVs as well as set and manipulate the properties of Static Meshes. Inside the Static Mesh Editor you can also setup LODs (or Level of Detail settings) for your Static Mesh assets.

For more information, see: Static Mesh Editor UI

Media Player Editor

The Media Player Editor allows you to define media files or URLs to use as source media for playback inside Unreal Engine 4.

Although not necessarily an "Editor" in that you cannot edit media files in this Editor, you define settings to how your source media will playback such as auto-playing, play rate or looping for example.

You can also see information about your media inside this editor as well as use standard playback controls to view the media.

For more information, see: Media Framework

Font Editor

The Font Editor allows you to add, organize and preview Font assets. In this editor, you can also define Font parameters, including the hinting and loading policies, and the layout method of the asset.

For more information, see Font Asset and Editor

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