Wikis / Unreal Wiki / UE2:UnrealEd viewport

The viewport is a floating/docked window that renders the current world, there are four kind of viewports Top, Front, Side and Perspective, which all have a toolbar with options of how to render the world.

Toolbar

Viewport toolbar buttons

Buttons from left to right with keyboard shortcut, if any:

Realtime Preview (P) 
When enabled the viewport will update all actors like in-game e.g. Emitters, Sounds, Fog, Animations will all be updated every tick.
Top (Alt+7) 
Set this viewport to top (X/Y only) wireframe view.
Front (Alt+8) 
Set this viewport to front (X/Z only) wireframe view.
Side (Alt+9) 
Set this viewport to side (Y/Z only) wireframe view.
Perspective (Alt+1) 
Set this viewport to perspective wireframe view.
Texture Usage (Alt+3) 
Set this viewport to perspective unlit texture usage view. Each BSP surface's texture is replaced with a distinct solid color.
BSP Cuts (Alt+4) 
Set this viewport to perspective unlit BSP cuts view.
Textured (Alt+6) 
Set this viewport to perspective unlit textured view. Textures are drawn as seen in-game, but no lighting is applied.
Lighting Only (Alt+0) 
Set this viewport to perspective lighting-only view. All BSP surfaces, meshes and mesh-like objects are rendered with a white texture to which the lighting is applied.
Dynamic Light (Alt+5) 
Set this viewport to perspective lit textured view. Textures and lighting is drawn as seen in-game.
Zone/Portal (Alt+2) 
Set this viewport to perspective unlit zone view. Each zone's BSP polygons are assigned different shades of a base color that is picked per zone. This view lets you see actual polygons created by BSP cuts.
Depth Complexity 
Set this viewport to perspective depth complexity view. In this mode, overdraw is visualized by causing overlapping rendered objects to go more towards red, while non-overlapping objects are rendered in green. Use this in combination with realtime preview mode to find areas with heavy overdraw. Overdraw generally degrades performance, so you will usually want to optimize the affected areas.
Lock to Selected Actor? 
Locks the camera to the selected actor. Moving the camera actually updates the selected actor's location and rotation.
Show Large Vertices? 
Increases the size of the selected brush's/volume's vertices.

Shortcuts

The unreal editor provides many shortcuts to complete tasks faster. Here's a list of Mouse and Keyboard shortcuts related to the viewport.

Mouse

Shortcuts that require input from a mouse.

__TREETAG_3__A
__TREETAG_1____TREETAG_2__LeftButton
__TREETAG_1____TREETAG_0____TREETAG_2__Release - Add actor here
__TREETAG_3__L
__TREETAG_1____TREETAG_2__LeftButton
__TREETAG_1____TREETAG_0____TREETAG_2__Release - Add light here
__TREETAG_3__LeftButton
__TREETAG_1____TREETAG_3__Hold - Rotate camera left/right, move camera forward/backward
__TREETAG_1____TREETAG_3__Release - Select actor/surface
__TREETAG_1____TREETAG_2__RightButton
__TREETAG_1____TREETAG_0____TREETAG_2__Hold - Move camera left/right, move camera up/down
__TREETAG_3__MiddleButton
__TREETAG_1____TREETAG_2__Hold - Draw a meter measure line
__TREETAG_3__RightButton
__TREETAG_1____TREETAG_3__Hold - Rotate camera left/right, rotate camera up/down
__TREETAG_1____TREETAG_2__Release - Open context menu
__TREETAG_3__Ctrl
__TREETAG_1____TREETAG_3__LeftButton
__TREETAG_1____TREETAG_1____TREETAG_3__Hold - Move all selected surfaces left/right, Move all selected actors in direction X
__TREETAG_1____TREETAG_1____TREETAG_2__RightButton
__TREETAG_1____TREETAG_1____TREETAG_0____TREETAG_2__Hold - Move all selected actors in direction up/down, Scale all selected surfaces(forward to scale up, backward to scale down)
__TREETAG_1____TREETAG_3__RightButton
__TREETAG_1____TREETAG_1____TREETAG_2__Hold - Move all selected surfaces up/down, Move all selected actors in direction Y
__TREETAG_1____TREETAG_2__Alt
__TREETAG_1____TREETAG_0____TREETAG_2__Hold - Make a square selection
__TREETAG_2__Alt
__TREETAG_0____TREETAG_3__LeftButton
__TREETAG_0____TREETAG_1____TREETAG_2__Release - Apply texture to selected surface
__TREETAG_0____TREETAG_2__RightButton
__TREETAG_0____TREETAG_0____TREETAG_3__Release - Copy texture from selected surface
__TREETAG_0____TREETAG_0____TREETAG_2__Hold - Move camera roll

Keyboard

Shortcuts that require input from a keyboard.

__TREETAG_3__F4 - Show the Object Properties window
__TREETAG_3__F5 - Show the Surface Properties window
__TREETAG_3__F6 - Show the Level Properties window
__TREETAG_3__F7 - Recompile scripts
__TREETAG_3__F8 - Show the Build Options window
__TREETAG_3__Delete - Delete all selected actors
__TREETAG_3__P - Toggle realtime preview
__TREETAG_3__Visibility
__TREETAG_1____TREETAG_3__B - Show/Hide active Brush
__TREETAG_1____TREETAG_3__E - Show/Hide event lines
__TREETAG_1____TREETAG_3__F - Show/Hide Fog
__TREETAG_1____TREETAG_3__K - Show/Hide backdrop
__TREETAG_1____TREETAG_3__O - Show/Hide Volumes
__TREETAG_1____TREETAG_3__S - Show/Hide selection highlight
__TREETAG_1____TREETAG_3__T - Show/Hide Terrain
__TREETAG_1____TREETAG_2__W - Show/Hide StaticMeshes
__TREETAG_3__Shift
__TREETAG_1____TREETAG_3__Surface
__TREETAG_1____TREETAG_1____TREETAG_3__B - Select all surfaces from current selected brush
__TREETAG_1____TREETAG_1____TREETAG_3__C - Select all adjacent coplanar surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__D - Deselect all surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__F - Select all adjacent floor surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__G - Select all surfaces matching the current selected surface group
__TREETAG_1____TREETAG_1____TREETAG_3__I - Select all surfaces matching the current selected surface items
__TREETAG_1____TREETAG_1____TREETAG_3__J - Select all adjacent surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__M - Memorize all selected surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__N - Deselect all surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__O - Add all memorized surfaces to selection
__TREETAG_1____TREETAG_1____TREETAG_3__Q - Reverse:Select all unselected surfaces and deselect all selected surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__R - Deselect all and select all memorized surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__S - Select all adjacent slants
__TREETAG_1____TREETAG_1____TREETAG_3__T - Select all surfaces matching the current selected surface texture
__TREETAG_1____TREETAG_1____TREETAG_3__U - Deselect all surfaces that are not memorized and select all memorized surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__W - Select all adjacent wall surfaces
__TREETAG_1____TREETAG_1____TREETAG_3__X - Deselect all memorized selected surfaces and select all memorized surfaces that were not selected
__TREETAG_1____TREETAG_1____TREETAG_2__Z - Select nothing (Broken?)
__TREETAG_1____TREETAG_2__Actor
__TREETAG_1____TREETAG_0____TREETAG_3__A - Select all actors
__TREETAG_1____TREETAG_0____TREETAG_2__D - Duplicate all actors
__TREETAG_2__Ctrl
__TREETAG_0____TREETAG_3__A - Executes the Add toolbar button
__TREETAG_0____TREETAG_3__B - Open brush (Broken?)
__TREETAG_0____TREETAG_3__C - Copies all selected actors/text
__TREETAG_0____TREETAG_3__D - Executes the deintersect toolbar button
__TREETAG_0____TREETAG_3__E - Save map as
__TREETAG_0____TREETAG_3__L - Save map
__TREETAG_0____TREETAG_3__O - Load map
__TREETAG_0____TREETAG_3__P - Play map
__TREETAG_0____TREETAG_3__I - Executes the Intersect toolbar button
__TREETAG_0____TREETAG_3__S - Executes the Subtract toolbar button
__TREETAG_0____TREETAG_3__V - Paste the data from clipboard
__TREETAG_0____TREETAG_3__W - Duplicate all selected actors
__TREETAG_0____TREETAG_3__X - Cut all selected actors/text
__TREETAG_0____TREETAG_3__Y - Redo last action
__TREETAG_0____TREETAG_2__Z - Undo last action

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2022-11-18T08:46:36.515397Z 2011-01-27T17:15:51Z Wormbo /* Toolbar */ added image and missing descriptions https://wiki.beyondunreal.com/UE2:UnrealEd viewport Attribution-NonCommercial-ShareAlike 3.0