Chapter 1.3 UDK Editor: Editor Tools

Engine Tools
Engine tools are applications that are external from the editor and used to perform various functions in the development pipeline.

Unreal Frontend (UFE) is a tool that helps perform common multi-step tasks in the Unreal ecosystem through an intuitive graphical interface. Examples of such tasks are deploying a game to a mobile device (such as an iPhone) or creating an installer for a PC game.

Editor Tools
Editor tools are editors contained within Unreal Editor, but external to the map editing process. These tools are separate windows which perform functionality specific to a particlar type of asset, or types of assets. The various tools can generally be opened by double-clicking on the asset that is to be edited within that editor, or by right-clicking on the asset to be edited and choosing the option to open the asset in the appropriate editor from the context menu.

Art Editor Tools

Static Mesh Editor User Guide
The Static Mesh Editor is the tool used to preview the look, collision, and UVs as well as set and manipulate the properties of static mesh assets in the Unreal Engine.

Material Editor User Guide
This document describes how to use UnrealEd's Material Editor. For a description of what the various material expressions do, see the Materials Compendium.

Material Instance Editor User Guide
The material instance editor is used for modifying parameters for material instances. If you are unfamiliar with material instances, please see the Instanced Materials page for more information.

Post Process Editor User Guide
The post process framework allows for artist-configurable post process effects, through groupings of post process elements forming an overall effect. Examples of elements and effects include bloom (HDR blooming effect on bright objects), depth of field, motion blur, and material effects, which are custom materials run on the final scene image.For explanations of the various effects provided with Unreal Engine 3, see the Post Process Effect Reference.

Landscape User Guide
Landscape is Unreal Engine 3's new terrain system currently in development. It is a heightmap-based system that makes use of Unreal Engine 3's content streaming features to allow for more efficient use of resources, while at the same time providing increased functionality and features over previous terrain system available in the engine. Landscape is intended to replace the old Terrain system, which will be deprecated when Landscape is has reached feature parity.
Terrain Editor User Guide ( Legacy Document )
Editing terrain in UE3 is accomplished via the TerrainEdit dialog. This dialog combines the terrain editing toolbar with the layer browser capability to provide a single floating dialog through which the majority of terrain operations can occur.

Design Editor Tools

Kismet User Guide
UnrealEngine3's UnrealKismet tool is a very flexible and powerful tool that allows non-programmers to script complex gameplay flow in level. It works by allowing you to connect simple functional Sequence Objects to form complex sequences. This document will give an overview of the UnrealKismet interface and how to create sequences. See the KismetReference for a description of the different types of Sequence Objects that are available, or KismetTutorial for a walk through of creating a simple sequence.

Matinee User Guide
Matinee is a tool for keyframing the properties of Actors in your scene over time, including their position. It can also be used to author cinematic sequences in your level. This document explains how Matinee integrates with the Kismet gameplay scripting system, how to create a new Matinee sequence. For an explanation of the available tracks, see the Matinee Track Reference

Cascade User Guide
Cascade is a tool for creating particle-based effects using emitters in the Unreal Engine.

Animation Editor Tools

AnimSet Editor User Guide
This document describes how to use the skeletal mesh and animation setup functionality in UnrealEd's AnimSet Editor. For more information on the Unreal Engine Animation System, see the Animation System Overview page and the Importing Animations Tutorial page.

Anim Tree Editor User Guide
This document describes how to use the skeletal mesh and animation setup functionality in UnrealEd's AnimTree Editor. For more information on the Unreal Engine Animation System, see the Animation Overview page and the Importing Animations Tutorial page. NOTE: Unless you are trying to do something very basic with the existing node types, the Animation Tree editor is a tool usually for a programmer or technical artist, as the nodes are very closely tied to the code that drives them.


PhAT User Guide
The Unreal Physics Editor - PhAT (Physics Asset Tool) - is an integrated tool in the Unreal Editor designed specifically to manipulate physical setups for skeletal objects.


SoundCue Editor User Guide
The behavior of audio playback in UE3 is defined within SoundCues. The Sound Cue Editor is the tool used to work with audio in the Unreal Engine. For explanations of the nodes available for use within the Sound Cue Editor, see the Sound Cue Reference

Asset Management

Asset Consolidation Tool
The asset consolidation tool provides a simple way within the editor to consolidate multiple assets to one asset. As an example, consider a texture that has become duplicated numerous times over the course of development, resulting in a waste of resources by storing multiple copies of what amounts to the exact same texture. The asset consolidation tool allows the user to select all such uses as desired and have them all point to one particular instance of the texture instead.

Reference Tree Tool
The Reference Tree is a tool that allows you to list the reference chains for a specific asset. A reference chain is a list of references in which each object in the list references the objects below it in the list. The reference tree tool allows you to easily find how objects are being referenced. In the following image you can see that the root of the tree is a texture named T_Ivy_01_D. The root of the tree is always the object being examined. You can see that the texture is referenced by four actors via a material and a static mesh. In other words, the texture is used in a material instance constant which is the material on a static mesh used by the four actors.

Bulk Import
The bulk import tool imports all of the files in a specified directory path by recursing through the directory structure inside the path. The tool automatically creates packages and groups and places files in the correct package based on how the directory structure is layed out. Note: At this time, the bulk importer is mainly tuned for use in the bulk importing of language specific audio files but there are no restrictions on the types of files that can be imported (as long as they are importable in UE3).

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