Basic commands in editor

Some basic commands I gathered from the several tutorials

Settings Editor,  to get to the console

Basics editor

  • Navigate in editor by using left mouse (horizontal), right mouse (rotation) and both (vertical) .  Mouse-wheel (distance horizontal).  With this method, use high camera speed
  • Alt and mouse  for staying looking at object.
  • Ctrl + right mouse : move object y-axis (green)
  • Ctrl + left mouse : move object x -axis (red)
  • Ctrl + both mouse : move object z axis (blue)
  • Ctrl + Shift ……  Camera will follow the object
  • Space bar : rotation mode, scale mode….
  • copying:  Ctrl C / V, Ctrl + W,  Alt
  • Select blue axis and end, object falls on the ground
  • Edit mode: Ctrl to select a point. Alt to extrude face
  • Alt to duplicate
  • H to hide objects, Ctrl H to make all hidden object visible again
  • G shows how the scene looks in game mode
  • F zoom to selected object
  • V to vertex Snap
  • Alt + MMB temporarily offset the pivot
  • F11 full screen
  • F2 Rename object
  • CTRL + B Find asset in content browser
  • CTRL + P Open an asset
  • END drop mesh to the floor
  • L + Click to add a light
  • CTRL + 0..9 = set bookmark to viewport
  • 0..9 = Jump back to bookmark
  • CTRL ZOOM zooms in further

Building

  • First select material then load geometry
  • With BSP textures, select all faces and choose align in the proprieties box.
  • Mesh, duplicate mesh, place on the proper location and replace by proper mesh.
  • Size of objects 5 10 …same as the grid
  • Ctrl G to make a group
  • Ctrl Shift G is temporary ungroup to take out one part. Finish with Ctrl Shift G again.

Blueprints

  • CTRL + [0-9]. Save  current location and zoom level in the Blueprint Editor.
  • SHIFT + [0-9]  Return to that graph at that location and zoom level
  • m and left mouse   :  multiple node
  • v and left mouse    : vectorparameter
  • 1 and left mouse    : constant
  • T and left mouse : Texture
  • L and left mouse : Lerp
  • M and left mouse : Multiply
  • S and left mouse : scaleparameter
  • U and left mouse: TexCoord
  • Connection: Double click on line for reroute node
  • Connection: alt and left mouse to disconnect
  • Connection: Ctrl and left mouse to change connection
  • When pulling variable in with Alt = set node with Ctrl get node
  • Drag Node over existing Node to replace the Node
  • F7 compile
  • F2 rename
  • CTRL + SHIFT + F Search in All blueprints
  • Ctrl Move BP Connections

Landscape

  • Ctrl 1 bookmarks camera position, with 1 you will go to this position
  • Left Mouse Button to raise the Landscape height and Shift + Left Mouse Button will lower the height of the Landscape
  • With landscape : change lod in details to increase performance.
  • Afterwards you can add landscape

Console

  • quit

Debugging

Materials

  • Left mouse click +
  • A Add
  • B BumpOffset
  • C Comment
  • D Divide
  • E Power
  • F MaterialFunctionCall
  • I If
  • L LinearInterpolate
  • M Multiply
  • N Normalize
  • O OneMinus
  • P Panner
  • R ReflectionVector
  • S ScalarParameter
  • T TextureSample
  • U TexCoord
  • V VectorParameter
  • 1 Constant
  • 2 Constant2Vector
  • 3 Constant3Vector
  • 4 Constant4Vector
  • Shift + C ComponentMask
  • PlotFunctionOnGraph node
  • DebugScalarValues
  • WorldAlignedTexture

https://www.unrealengine.com/en-US/events/unreal-fest-europe-2019/blueprints-in-depth—part-1

Notes from the video concerning debugging

  • 32 min : BP visualizer. Works only when game is running in editor. Right click on variable to make value’s visual.
  • Window > Developer tools > Blueprint Debugger > watch
    Show values of all selected variables.
    Faster solution Window > debug
  • 33.14 min; Visual logging. Enable in PB
    Window > Developer tools > Visual logger.
  • Ticking : add Nodes : Vislogtext, VislogBoxshape, Visloglocation, VislogSegment
  • Stat commands : Stat Game
  • While playing hit TAB. Stat Game of Dumpticks
  • 36.23 min Profiler Tool
  • Reference viewer. Right click on BP > Ref viewer
  • Size map. Right click on BP > Sizemap
  • Use child BP . Video
  • 47.48 min. In a function, never reference directly to content (material for example), because all referenced contact will be loaded with the BP. Reference with a variable.
  • 49.27 min, page 122: Dynamic asset loading use Async Load Asset.
  • Use maps : variable – mesh, page 123
  • Tips from the video
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