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Difference between revisions of "UE2:UnrealEd viewport"
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==Toolbar== | ==Toolbar== | ||
− | + | [[Image:UnrealEd3-Viewport-Toolbar.png|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. |
− | ;Front : | + | ;Top (Alt+7) : Set this viewport to top (X/Y only) wireframe view. |
− | ;Side : | + | ;Front (Alt+8) : Set this viewport to front (X/Z only) wireframe view. |
− | ;Perspective : | + | ;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== | ==Shortcuts== |
Latest revision as of 11:15, 27 January 2011
This article is a stub. You can help Unreal Wiki by expanding it. |
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.
Contents
Toolbar[edit]
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[edit]
The unreal editor provides many shortcuts to complete tasks faster. Here's a list of Mouse and Keyboard shortcuts related to the viewport.
Mouse[edit]
Shortcuts that require input from a mouse.
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Keyboard[edit]
Shortcuts that require input from a keyboard.
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