Chapter 1.2 UDK Editor: Browsers

Unreal Editor Browsers
Unreal Editor contains a collection of browsers, which are seperate windows that perform very specialized functions. There is a main browser window within which all of the browser can be docked wherein they become tabbed windows. The functionality of browsers is generally specific to the map currently open in the editor. A specific browser can be opened directly by selecting it from the View > Browsers submenu in the main menu or by the Content Broswer Icon in the UI.
http://udn.epicgames.com/Three/EditorAndToolsHome.html#Browsers

Content Browser
Content Browser helps you find, organize and create game assets. You can also manage package files and perform useful operations on assets. Most importantly, you can search and interact with all assets in the game, whether they're loaded or not.
http://udn.epicgames.com/Three/ContentBrowserReference.html

Actor Classes
The Actor Class Browser allows you to view the Actors available in your Unreal Engine build. Actors are created by UnrealScript classes (and sometimes native C++ code) with logic to define their attributes, behavior, and state. These Actors are often used in levels. Almost everything in a world of levels is an Actor, including Lights, Static Meshes, and Pawns.
http://udn.epicgames.com/Three/ActorsBrowserReference.html

Levels Browser
The Level Browser allows you to view the Levels in your current world. A world can consist of one persistent level, and any number of streamed levels. See the Level Streaming How-To page for more details.
http://udn.epicgames.com/Three/LevelBrowserReference.html

Scene Manager
The Scene Manager is a table-based interface for viewing and maniplating the actors in a current Level in the World. Actors are displayed as rows in the table, which each column being a property of interest. This interface is well-suited for searching for actors by name, by type, or by property value, as well as for bulk-modifying actor property values.
http://udn.epicgames.com/Three/SceneManagerReference.html

Layers Manager ( formerly the Groups Browser )
The Layers Browser allows you to organize Actors in your Level. Layers have two powerful uses (hiding and selecting actors), but they are only as powerful as when well organize. When creating large levels, the more extensively you use groups, the easier your job will be.
http://udn.epicgames.com/Three/GroupsBrowserReference.html

Referenced Assets Browse
The Referenced Assets Browser allows you to view the assets that are being referenced by the currently-selected Actor in a level. 
http://udn.epicgames.com/Three/ReferencedAssetsBrowserReference.html

Attachment Browser
In Unreal, you often want to attach Actors together (using the Base property) to form fairly complicated groups. This is quite a cumbersome process though, as it involves locking and unlocking the property window, finding the Base property etc. It is also difficult to come back to a group and understand exactly what is attached to what, and refactor it if necessary.To help with this there is now a new 'Attachments' tab in the browser. Think of this as a 'scratch pad', which allows you to easily see, graphically, how objects are connected, and allows you to edit the setup.
http://udn.epicgames.com/Three/AttachmentsBrowserReference.html

Statistical Browsers

Primitive Stats
The Primitive Stats Browser gives a detailed breakdown of the geometry assets used in the level allowing designers to determine which assets may either need to be removed or modified by the art team to be more efficient.
http://udn.epicgames.com/Three/ContentProfilingHome.html#General%20Browsers%20and%20Tools

Texture Stats
The Texture Stats Browser allows to track memory usage of textures and browse the data conveniently in the editor. The data is presented in a table form and allows sorting by the various properties that are gathered with each texture asset. Individual assets or groups of assets can be marked and hidden to narrow down the scope to the ones that require attention. The browser tool also allows you to jump to the material or actor that required the texture to be loaded. 
http://udn.epicgames.com/Three/TextureStatsBrowserReference.html 

Building Stats ( Procedural Buildings )
There is a new tab in the editor which allows you to see stats for buildings in your city. There is one row for each building, and you can see stats for components, triangles and lighting and LOD texture memory usage. This can be very useful for spotting buildings that might need a simpler ruleset because they are very large, or Rulesets that may need their lighting settings adjusted or meshes simplified.
http://udn.epicgames.com/Three/ProceduralBuildings.html#Other%20Features

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