Layout Customization

A look at how to customize the look and feel of the user interface by rearranging and docking various panels and tabs.


The Unreal Editor is a suite of editors, browsers, and tools for working with content in the Unreal Engine. At the core, it is used for level design; but contained within are editors and browsers for importing and manipulating content for your game project.

Interface Element Types

The interface of Unreal Editor is completely configurable in terms of layout. It is comprised of tabbed windows that can be rearranged to suit your needs. These windows can either be top-level editors or tabs within those editors.


Editors are like applications within the Unreal Editor, such as the Level Editor and Blueprint Editor. They are targeted at a specific aspect of the development process. Some editors, such as the Level Editor, can only have a single instance in existence at any time; while other editors, like the Blueprint editor, can have multiple instances created, but only a single instance can be editing a specific asset at any time.

General editors are opened through the Window menu, while asset editors are opened by choosing to edit a particular type of asset. The Level Editor is a special case and is always present while Unreal Editor is open.

Editors can be closed by clicking the Close App Button button on the editor's tab or by right- clicking and choose Close.


Each editor consists of a Menu Bar and one or more Tabs which comprise the majority of the functionality of the editor.

Editor Tabs

If you are using multiple editors simultaneously, it may help save screen space to dock them together. At the top of every editor is a beveled tab containing the name of the editor and the asset being edited. By dragging that tab, you can dock that editor alongside any other editor in the view.


Editor tabs differ from the tabs used on Panels. Panels can be docked anywhere within their native editor. Editor tabs can only be docked alongside other editors. Also note the difference in shape; editor tabs are beveled in at the sides, where panel tabs remain squared.


Panels are specialized parts of editors that provide a specific aspect of the functionality of the editor. Editors can contain any number of panels. The panels belonging to a specific editor only affect their parent editor and can only be docked within that particular editor.

Panels are opened through the Window menu as well.


Most panels will have tabs at their upper left corner. These tabs can be used to reposition, re-dock, or close the panel. Panels can be closed by right-clicking on the tab and choosing Close or clicking the small X on the right side of the tab.

Whenever possible, tabs will be named after the asset currently being edited within that tab's editor. For instance, the Level Editor tab will display the name of the level currently being edited.

If a tab is the only one within a tab well, it can be hidden by right-clicking on it and choosing Hide Tabs or through the Hide Tabs option in the Tab Options menu. This simply collapses the tab well so that only the content portion of the tab is displayed. When a tab is hidden, the top-left corner becomes gold.

Hidden Tab

Clicking the top-left corner will expand the tab again.

Menus will be located at the top of any appropriate editor window. Some of the menus, such as Window and Help, are consistent throughout all editor windows.


Docking and Layout

Tabs can be docked simply by dragging the tab from its current location to where it is to be docked.



The layout of tabs in the editor, including floating windows, is persistent between sessions and is saved automatically when closing the editor. Tabs also remember their last location and will reopen there.



To save the layout manually, you can use the Save layout command in the Window menu.

Select Skin

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