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UE3 Home > Unreal Editor and Tools > Unreal Editor User Guide > Main Editor Menu Bar

Main Editor Menu Bar


The File menu provides functionality for creating new maps, opening and saving of maps, as well as importing and exporting part or all of a map. When closing the editor, opening a new map, etc. with an unsaved map or maps open, you may be prompted to save those maps. For a guide to saving packages (maps are packages too!) in the editor please see the Editor Package Save Procedure page.

Creates a new map, with the option of building in an additive or subtractive world.
Opens an existing map saved on disk.
Save Current Level
Saves the current level being edited. If source control is enabled, saving the current level will prompt you to check it out from source control if it is not already checked out. Note: You can find out which level is "current" by looking at the level manager.
Save As
Prompts to save the current level with a different filename.
Save Modified
Prompts to save every dirty content and map package. A dialog will appear allowing you to select which packages you want to save. If source control is enabled and the selected packages are not checked out, another dialog will appear that will prompt you to check out the packages.
Save All
Saves every dirty content and map package without prompting you to select which packages to save. However, if source control is enabled, you will be prompted to check out the packages from source control.
Save All Writable
Saves every dirty content and map package that is also writable on disk. Does not prompt for checkout from source control.
Save All Levels (Force)
Saves all writable levels, even if they are not dirty. Does not prompt for checkout from source control.
Switch Renderer
Switches between supported renderers. Changes require restarting the editor. You will be asked whether to restart and prompted to save any unsaved maps/packages if you choose to restart.
Commands for importing map content.
  • Into New Map - Creates a new map and imports the content into that map.
  • Into Existing Map - Imports the content into the existing map, merging with the existing contents.
Commands for exporting map content.
  • All - Exports the entire contents of the currently loaded map.
  • Selected Only - Exports only the currently selected items.
Provides a list of maps marked as favorites for quick access.
Provides a list of recently opened maps to choose from and load.
Closes Unreal Editor.


The Edit menu contains commands for selecting, transforming, copying and pasting of actors within the map as well as undo and redo.

Undoes the last action in the transaction stack.
Performs the last undone action in the transaction stack.
Enables the translation widget used to move actors around in the map.
Enables the rotation widget used to rotate actors in the map.
Enables the scale widget used to scale actors in the map.
Places the selected items into the clipboard and removes them from the map.
Places the selected items in the clipboard.
Places the contents of the clipboard into the map.
Creates copies of the selected items.
Deletes the selected items.
Select None
De-selects all currently selected items.
Select Builder Brush
Selects the builder brush.
Select All
Selects the entire contents of the map.
Select by Property
Selects all items with a property value matching the active property and value. A property can be marked active by Holding Shift and clicking the left mouse button on the property in the Property Window.
Select Current Post-process Volume
Selects the PostProcessVolume the viewport camera is currently inside, if any.
Invert Selection
Selects all items in the map that are currently not selected.
Find Actors
Opens the Search For Actors dialog


The View menu provides access to all of the various browsers, Kismet and Matinee editors, and properties windows. It also allows you to set grid values and toggle snapping, adjust the autosave properties, and modify the layout and other aspects of the viewports.

Browser Windows
Opens one of the browser windows.
Actor Properties
Opens the Actor Properties Window.
Surface Properties
Opens the Surface Properties Window.
World Properties
Opens the properties window for the current map’s WorldInfo actor.
Opens the Kismet editor window.
Displays a list of existing matinee sequences in the current map which can be selected to open the Matinee editor for that sequence.
Drag Grid
Toggles snapping to the drag grid as well as setting the size of the grid.
Rotation Grid
Toggles rotation snapping as well as setting the angle between snapping points.
Scale Grid
Toggles scale snapping as well as setting the percentage increments to snap to.
Change Autosave Options
Toggles the autosave feature as well as setting the frequency of saves.
Detail Mode
Sets the current detail level to show in the viewports.
Emulate Mobile Features
Toggles emulation of mobile input and rendering on PC (enables touch-based input, disables gamma correction, certain post-processes, directional light maps, etc.)
Show Transform Widget
Toggles the display of the transform widget. When hidden, transformations are effectively disabled unless the legacy transform methods of holding Ctrl, clicking the left mouse button, right mouse button, or both buttons, and dragging the mouse are used.
Allow Translucent Selection
Toggles the ability to select geometry with translucent materials applied.
Allow Group Selection
Toggles the ability to select actors contained within Actor Groups?.
Use Strict Box Selection in Ortho Viewports
Toggles whether objects must be entirely encompassed by the selection box in ortho viewports to be selected.
Draw Brush Marker Polys
Toggles the display of translucent marker polygons on the builder brush and volumes.
Only Load Visible Levels in PIE
Toggles loading only visible levels in PIE games. Allows you to specify non-visible levels to remain unloaded to better simulate level streaming performance while playing a PIE game.
Draw Builder Brush
Toggles drawing of the builder brush’s polygons in the viewport when the builder brush is selected.
Lock Prefabs from Selection
Toggles the ability to select the individual actors making up a prefab. When enabled, selecting any of the actors in the prefab will select the entire prefab.
Enable Socket Snapping
Toggles the display of sockets and the ability to snap and attach an actor in the viewport to any existing socket on another actor in the viewport.
Enable Particle System LOD
Toggles the display of distance-based level of detail for particle systems in the viewports.
LOD View Locking
Toggles level of detail locking for viewports. This means all perspective viewports will use the LODs of the active perspective viewport for rendering and orthographic viewports will use a perspective viewport’s origin for calculating LODs.
Enable Quick ProcBuilding Mode
Toggles use of quick updates when making changes to ProcBuildings.
New Floating Viewport
Creates a new undocked, floating viewport.
Viewport Configuration
Changes the number and layout of the viewports in the editor.
Toggles running the editor in fullscreen mode; hides the window’s title bar.
Lighting Info
Provides access to several information dialogs regarding various lighting statistics.


The Brush menu contains commands for adding new CSG brushes to the map as well as importing and exporting brushes.

Creates a new additive brush from the current builder brush.
CSG Subtract
Creates a new subtractive brush from the current builder brush.
CSG Intersect
Creates a brush from the intersection of all brushed encompassed by the current builder brush and replaces the builder brush with the new brush.
CSG Deintersect
Creates a brush from the deintersection of all brushed encompassed by the current builder brush and replaces the builder brush with the new brush.
Add Special
Adds a new special brush using the current builder brush.
Add Volume
Adds a new volume using the current builder brush.
Imports a brush from a file.
Exports a brush to a file.


The Build menu has commands relating to rebuilding geometry, lighting, paths, etc. for the map.

Geometry for Current Level
Rebuilds geometry for the current level only.
Geometry for Visible Levels
Rebuilds geometry for all visible levels.
Opens dialog for rebuilding lighting.
AI Paths
Rebuilds AI paths or navigation mesh.
Selected AI Paths
Rebuilds only the selected AI paths.
Build All
Rebuilds all geometry, lighting, and AI paths.
Build All (Selected AI Paths)
Rebuilds all geometry and lighting as well as selected AI paths.
Build All and Submit to Source Control
Rebuilds all geometry, lighting, and AI paths and then submits the built levels to the source control (if enabled).


The Play menu has commands related to testing maps in-editor and on the various platforms UE3 supports.

In Editor
Loads the map in a Play In Editor game.
Play In Active Viewport
Loads the map in a Play In Editor game inside of the currently active viewport.
Install on iOS Device
Installs the current map onto any connected iOS devices (devices must also be part of the installed mobile provision). See Play on iOS Device for more information.
On Mobile Previewer
Loads the map into a standalone game using simulated mobile input and the OpenGL ES2 rendering pipeline. See Mobile Previewer for more details.
Loads the map into a standalone PC game.


The Tools menu contains various miscellaneous commonly used commands.

Check map for Errors
Checks the map for errors and opens a dialog showing all errors.
New Terrain
Opens the Terrain Wizard dialog for creating new terrain actors.
Clean BSP Materials
Removes any unnecessary material references on BSP brushes.
Replace SkeletalMeshActors
Description to be added
Regenerate All ProBuildings
Rebuilds alls ProcBuildings in the map.
Regenerate Selected ProBuildings
Rebuilds only those ProcBuildings that are currently selected in the map.
Generate All Buildings LOD Textures
Regenerates the render-to-texture LOD textures to use for all ProcBuildings when viewed from a distance.
Generate Selected Buildings LOD Textures
Regenerates the render-to-texture LOD textures to use for the selected ProcBuildings when viewed from a distance.
[Un]Lock read-only Levels
Toggles whether levels that are read-only can be modified.
Set Auto-Reimport Asset Paths
The editor supports listening for changes to source assets and automatically reimporting when a change has been detected. This opens a dialog that allows you to add or remove directories to be monitored.
You can choose to use either a relative or absolute path.
When the dialog is closed the active listeners will be saved and updated.


See the Unreal Editor Preferences page for descriptions of the items in the Preferences menu.


The Help menu contains links to various online resources as well as tips and version info.

Online Help
Opens the UDN in a browser.
Online Forums
Opens the UDK forums page in a browser.
Setting Up Swarm
Opens the Swarm UDN document in a browser.
Show Welcome Screen
Shows the welcome screen.
Display Startup Tip
Shows the Startup Tips dialog.
Displays information about the editor version.