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Actors in the level

Scene, level & world
41 operationsactor

Place, move, tag and attach actors in the level, and edit their components.

What it’s for

Ask your assistant to build and rearrange the scene in the level you have open. It can drop in new actors, move and rotate them, tag them so they are easy to find or clear out later, and parent one to another. It can also tell you where an actor really is, how big it is and what components it has.

You can change a single placed actor without touching the Blueprint it came from. Ask it to add, remove or copy a component on that actor and set its properties. It can save an actor’s transform and roll back to it later in the same editor session, apply a force, or turn collision on and off.

Changes made here belong to that one actor in the level. If the actor is rebuilt from its Blueprint, an added component is dropped. To change every copy of an actor, ask for a change to the Blueprint itself in Blueprints.

Things you can ask

Place a mesh in the level

Your assistant places a static mesh at the spot you name and gives it a readable label.

exampleactor
You: Drop a cube 300 units up at the origin and call it CeilingProbe.

Placed SM_Cube as CeilingProbe at (0, 0, 300).

Tag a set of actors, then clean them up

Tag actors as you work, then remove everything with that tag in one go.

exampleactor
You: Tag CeilingProbe as temp, then delete all temp actors.

Tagged CeilingProbe as temp and deleted it. It was the only actor with that tag.

Add a light to one placed actor

The light goes on this one actor and its Blueprint stays as it was.

exampleactor
You: Put a point light on CeilingProbe.

Added a point light component named ProbeLight to CeilingProbe.