The Editor Preferences window is used to modify settings that control the behavior of Unreal Editor with respect to controls, viewports, source control, auto-saving, and more.
The Editor Preferences window can be opened from the Edit menu.
Flight Camera Control type
This setting determines whether the flight camera is used and how it is accessed. The flight camera uses the W, A, S, and D keys to dolly and pan the camera, similar to how standard FPS controls work. W and S dolly the camera in and out, while A and D pan, or strafe, the camera side to side. When active, this overrides any hotkeys using these controls, including toggling show flags.
Use WASD for Camera Controls
The flight camera and WASD controls are always active.
Use WASD Only When Right Mouse Button is Held
The flight camera and WASD controls are only active when the RMB is pressed.
Never Use WASD for Camera Controls
The flight camera and WASD controls are never active.
Grab and Drag to Move Orthographic Cameras
If enabled, clicking the Left or Right Mouse Buttons and dragging the mouse in an orthographic viewport will scroll the camera. Essentially what this means in practice is when you click and drag, the scene will move with the mouse. With this disabled, the scene moves opposite of the mouse.
Orthographic Zoom to Cursor Position
If enabled, zooming in the orthographic viewports will be centered around the mouse cursor. When disabled, zooming is centered on the center of the viewport.
Link Orthographic Viewport Movement
If enabled, all orthographic viewports will be linked to focus on the same position. So moving the camera in one orthographic viewport will cause the other orthographic viewports to follow. When disabled, all viewports can be navigated independently.
Aspect Ratio Axis Constraint
Determines which axis of the perspective viewport is used to control the field of view (FOV) to maintain the aspect ratio when resizing.
Maintain Y-Axis FOV
The Y-Axis (vertical) is used to determine the FOV.
Maintain X-Axis FOV
The X-Axis (horizontal) is used to determine the FOV.
Maintain Major Axis FOV
The larger of the two axes is used to determine the FOV.
Mouse Scroll Camera Speed
Determines the speed at which the perspective camera moves when navigating with the mouse.
Highlight Objects Under Mouse Cursor
If enabled, objects will be highlighted using a transparent overlay in viewports while hovering over them with the mouse cursor.
Use Small Tool Bar Icons
If enabled, toolbar icons across the whole editor will be smaller and without labels.
Enable Combined translate/Rotate Widget
If enabled, the combined Translation and Rotate-Z tool is made available.
Clicking BSP Enables Brush
If enabled, clicking on a Brush surface selects the brush and Ctrl + Shift + Click selects the surface. When disabled, the opposite is true; clicking selects the surface and Ctrl + Shift + Click selects the brush.
Update BSP Automatically
If enabled, Brush geometry rebuilds automatically when brushes are moved or modified in the viewport. When disabled, geometry must be rebuilt to see the changes.
Preserve Actor Scale on Replace
If enabled, replacing Actors will respect the scale of the original Actor. Otherwise, the replaced Actors will have a scale of 1.0.
Prompt for Checkout on Package Modification
If enabled, the editor will automatically prompt for SCC checkout on package modification.
Allow Source Control
If enabled, the editor source control integration for packages and maps is used.
Add New Files when Modified
If enabled, new files are automatically added to source control.
The host and port for your source control server. Example: hostname:1234
The user name to sue when connecting to source control.
The clientspec for source control.
Use Curves for Distributions
If enabled, Distributions will use the curves in place of the baked lookup tables when being rendered in the editor.
Auto Reimport Textures
If enabled, source files for textures are monitored and textures are automatically re-imported when the source file is modified.
Assets to Load at Once before Warning
The number of objects to load at once in the Content Browser before displaying a warning about loading many assets.
If enabled, the editor will automatically perform a save operation at specified intervals.
If enabled, the auto-save procedure will attempt to save modified, loaded maps.
If enabled, the auto-save procedure will attempt to save modified content packages.
Frequency in Minutes
The time interval in minutes to wait between auto-saves.
Warning in Seconds
The number of seconds the warning is displayed before an auto-save is performed.