I don't need to test my programs. I have an error-correcting modem.
- 1 Camera movement
- 2 Object Selection
- 3 Object movement
- 4 Adding Actors
- 5 Miscellaneous
- 6 Mode specifics
- 7 Related Topics
|left||slow pan||slow pan|
|right||fast pan||fast pan|
|left||move forwards/backwards||pan||keeps the camera at a constant height|
|both||elevator move up/down||strafe/dolly||viewing angle does not affect elevator mode|
Troubleshooting the 3D camera
If you ever find the 3D camera has been rotated too much and the view is confusing, do this to reset it:
- Find the Camera actor. It shows in 2D views as an eye. The quick way to locate it is this:
- Open Actor Search
- double-clicking any object name
- all viewpoint focus on that object.
(The actual name depends on how your viewports are configured. By default it's (usually?) Camera2. Fascinating factoid: the Texture Browser has a Camera object. There's also a mysterious Camera4...
- Select the Camera actor
- Do Actor Context Menu -> Reset -> Reset Rotation
- Move the Camera actor a little bit in a 2D viewport (otherwise, next time you work in the 3D view it will keep the orientation you're trying to get rid of)
- Click in the 3D viewport. Everything is happy :D
Left-click a single brush or actor icon to select it in any viewport. Note that other viewports don't update to reflect change in selection.
To select multiple actors hold CTRL and click actors to add to the current selection.
In an orthogonal viewport, it's possible to drag-select: hold CTRL + ALT (or just ALT-GR), click in empty space and drag the red selection rectangle around the things you want to select. Note that brushes are selected according to where their pivot is situated. This method forgets what was selected before – hold SHIFT down as well to add to what is currently selected. Note that you can only select brushes in the Front and Side view, whereas you can select brushes and Actors in the Top view.
3D brush select
You can select the brush that a surface belongs to by SHIFT + left-clicking the surface in the 3D viewport. Note that if you have deleted that brush but the surface is still there because geometry hasn't been rebuilt, UnrealEd will probably crash.
Left-click to select surfaces. CTRL+left-click to add to the current selection (or remove if already selected).
ALT-right-click on a surface to make the texture on that surface current in the Texture browser. ALT-left-click to apply the current texture to a surface.
See also Selecting Surfaces for further surface selection commands.
In most modes you can move selected brushes and actors by dragging with a modifier key:
- CTRL to move the selected objects instead of scrolling the view
- SHIFT to move objects and scroll with them.
In 2D viewports, use click & drag with the left button and one of the above keys.
In 3D viewports, use the following with either key:
- Left button, left & right: x-axis
- Right button, left & right: y-axis
- Both buttons, up & down: z-axis
Performing a movement action when nothing is selected will automatically select the red builder brush and start moving it.
Hold ALT and left-click and drag to move a brush's pivot point.
Holding a specific key while left clicking will add the current selected actor from the Actor Classes browser. In 3D this will add the actor a short distance from the surface clicked on, in an orthogonal viewport the 3rd coordinate will be zero.
|actor type||mouse button||key|
|selected actor||left click||A|
To measure distances, hold shift and drag with the middle mouse button.
below is old stuff that will need salvaging at some point.
Needs major formatting...
click + drag
R: fast pan
L+R: zoom (up|down)
L+R: zoom (up|down)
l: move a brush's pivot
shift + ctrl
alt + ctrl
Sobiwan: I'm thinking of organizing the tables by function rather than mouse or key because a person asks 'how do I move the camera' as opposed to 'what does the left mouse button with alt and shift do'?