4 - Placing Actors in the Level

Here we will begin placing and manipulating Actors in our level to build out our environment.


Marking as docs as the pages have been combined.

In this step we will begin placing Actors (which are things like lights or geometry for example) into our empty level. We will cover the two most common ways of adding Actors to the level, one of which is through Place Mode and the other is through the Content Browser . After completing this step, you will know how to place Actors inside your own levels and can begin manipulating those Actors to create your environment.


  1. In the Modes Panel, with Place Mode enabled, click the BSP category and select the Box.


  2. Left-click and drag the Box into the Level Viewport.


    Upon releasing the Left Mouse Button, the Box will be added to the level.


  3. With the Box still selected, in the Details panel (lower-right window of the editor), set Location and Rotation all to 0.

  4. Set the Scale to 4 x 4 x 0.1.


    We will use this as the floor in which the player can walk around on.

  5. In the Modes Panel select the Lights tab, then drag-and-drop a Directional Light into the level on top of the floor.


  6. On the on the Translation Tool , click and drag the Z-Axis (Blue) gizmo up away from the surface of the floor.


    If the Directional Light becomes unselected, you can re-select it by Left-clicking on it in the Level Viewport.

  7. In the Modes Panel, select the Visual Effects tab and drag-and-drop an Atmospheric Fog to the level.


    The Atmospheric Fog Actor will add a basic sky to the level and the level will become illuminated instead of dark.

  8. From the Modes Panel on the Basic tab, drag-and-drop a Player Start into the level.


  9. From the Modes Panel on the Volumes tab, drag-and-drop a Lightmass Importance Volume into the level.


    The Lightmass Importance Volume is used to control and concentrate lighting and shadowing affects within the volume. When placing the Lightmass Importance Volume in the level, the default size of the volume does not cover our playable area so we will need to scale it up.

  10. Inside the Level Viewport, press R to switch to the Scale Tool .

  11. Click and drag the white box in the center of the Scale Tool so that the Lightmass Importance Volume encapsulates the floor.


  12. Inside the Content Browser under Content > StarterContent > Props, drag-and-drop the SM_TableRound into the level.


    Try to place the table in the center of the floor using the Move Tool (Keyboard Shortcut W if it is not selected).

  13. Also under Content > StarterContent > Props, drag-and-drop the SM_Chair into the level.


  14. With the SM_Chair selected inside the Level Viewport, press E to access the Rotation Tool .


  15. Left-click and drag the Blue axis arc (the gizmo will update to show degrees) and rotate the chair to face the table.


  16. Using the placement methods above, create a small scene by adding more Actors from the Modes Panel and Content Browser.


    Try adding some lights, props, walls and a roof (found under the Content > StarterContent > Architecture folder).

End Result

You should now have a Level that is populated with several different Actors types from both the Modes panel and Content Browser. You also have manipulated those Actors with the Move, Rotate and Scale tools. Depending on the Actors you placed in the final step, you should have something similar to above.

In the next section, you will learn how to edit the Actors you have placed in the level and customize their properties.

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