The Menu is displayed at the top of the Blueprint Editor by default.
Load and Save
Saves the Blueprint.
Summons the asset picker window.
Saves all unsaved levels and assets.
Choose Files to Save...
Opens a dialog with save options for content and levels.
Connect to Source Control...
If Source Control is enabled, opens a dialogue with check-in options for content and levels.
Compiles the Blueprint.
Refresh All Nodes
Refreshes all nodes in the graph to account for external changes.
Change the parent of the open Blueprint.
Diff against previous revisions. Requires source control to be active.
Open the Developer Menu, where you can change compiler settings and recompile modules like the Graph Editor.
Undo the last action.
Redo the last undone action.
Displays the entire Undo History.
Find references to functions, events, variables, and pins in the current Blueprint.
Find in Blueprints
Find references to functions, events, variables, and pins in ALL Blueprints.
Delete Unused Variables
Deletes any variables that are never used.
Opens the settings for the Editor.
Opens the settings for the current project.
Opens the Plugin Browser tab.
Find in Content Browser...
Summons the Content Browser and navigates to this asset.
Launches the reference viewer to show what the current asset references and what references the current asset.
Displays an interactive map showing the approximate size of this asset and everything it references.
Disable All Breakpoints
Disables all breakpoints in all graphs of the current Blueprint or Level Blueprint.
Enable All Breakpoints
Enables all breakpoints in all graphs of the current Blueprint or Level Blueprint.
Delete All Breakpoints
Removes all breakpoints in all graphs of the current Blueprint or Level Blueprint.
Delete All Watches
Removes all watch values in all graphs of the current Blueprint or Level Blueprint.
The Window menu in the Blueprint Editor has a specific subsection for displaying Blueprint Editor-specific tabs. Not all tabs will be present in the menu while the Blueprint Editor is in the Defaults and Components modes.
Shows the Toolbar if it is currently not visible.
Shows the Details pane if it is currently not visible.
Shows the Debug pane if if it currently not visible.
Shows the Palette pane if it is not currently visible.
Shows the My Blueprint pane if it is not currently visible.
Shows the Compiler Results pane if it is not currently visible.
Shows the Find Results pane if it is not currently visible.
Shows the Components panel if it is not currently visible.
Shows the Preview Viewport pane if it is not currently visible.
Opens a sub-menu with access to all four Content Browsers.
Opens the Blueprint Debugger, which shows you the current "stack" of commands that is being run in a Blueprint along with all watched values.
Shows the Collision Analyzer.
Show the Deubg Tools panel, that contains an assortment of functions for common debug tasks (reloading textures, showing texture atlases, gamma correction, etc...)
Opens the Message Log. This is where errors or warnings from the Editor will go.
Opens the Output Log. If you are debugging something using Print it will appear here.
Opens the Visual Logger.
Opens the Class Viewer.
Opens the Device Manager.
Opens the Device Profiles Tab.
Shows the Session Frontend. Please see the Unreal Frontend documentation for more information.
Opens the Widget Reflector. This enables you to see the various Slate elements that make up the interfaces within the Editor interface.
Shows the Project Launcher which enables you to run your project on any appropriately setup and connected devices.
Shows the Plugin Tab where you can load/unload plugins.
Restores the default layout for the entire Unreal Engine 4 Editor. This requires the Editor to restart, but it will re-open the current project.
Saves the current interface layout.
Enables fullscreen mode for the Main Editor window.