Free Ebook cover Unreal Engine 5 for Absolute Beginners: Your First Playable Level

Unreal Engine 5 for Absolute Beginners: Your First Playable Level

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9 pages

Viewport Navigation and Scene Organization in Unreal Engine 5

Capítulo 2

Estimated reading time: 8 minutes

+ Exercise

Why Viewport Navigation and Organization Matter

In Unreal Engine 5, you will spend most of your time in the Level Editor viewport: moving the camera, selecting actors, transforming them, and keeping the scene readable as it grows. Good navigation habits make you faster; good organization prevents mistakes (like moving the wrong object) and makes iteration easier.

Viewport Camera Movement (Step-by-Step)

1) Standard Navigation Basics

  • Look around: Hold Right Mouse Button (RMB) and move the mouse.
  • Pan: Hold Middle Mouse Button (MMB) and drag.
  • Dolly/Zoom: Use the Mouse Wheel to move closer/farther (speed depends on context and camera speed).

2) Fly Mode (WASD) for Fast Movement

Fly mode is the most common way to navigate like a first-person camera.

  • Hold RMB to enable free-look.
  • While holding RMB, use W/A/S/D to move forward/left/back/right.
  • Use Q and E (while holding RMB) to move down/up.

Tip: Adjust camera speed using the viewport camera speed control (the small camera icon/speed slider in the viewport toolbar). Increase speed for large outdoor spaces; decrease it for precise indoor work.

3) Orbiting Around a Point

Orbiting is useful when you want to inspect an object from all sides without “losing” it.

  • Select an actor in the viewport or Outliner.
  • Press F to focus it (this sets a useful pivot for viewing).
  • Orbit by holding Alt and using mouse buttons (common workflow):
    • Alt + LMB: orbit around the focus point
    • Alt + RMB: dolly in/out
    • Alt + MMB: pan

4) Focus on Selection (Your “Find My Object” Button)

If you ever lose an object in the scene, focusing is the fastest recovery tool.

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  • Select the actor (click it in the viewport, or select it in the Outliner).
  • Press F to frame it in the viewport.

Selection Workflows (Accurate and Efficient)

Click Selection and Multi-Select

  • Select: Left-click an actor in the viewport.
  • Add/remove from selection: Hold Shift and click additional actors.
  • Deselect all: Click empty space in the viewport (or press Esc depending on your setup).

Select via the Outliner (When the Viewport Is Crowded)

The Outliner lists every actor in the level. When objects overlap or are hard to click, selecting from the Outliner is more reliable.

  • Use the Outliner search bar to find actors by name.
  • Click an actor name to select it; the Details panel updates immediately.

Transform Gizmos and Transform Modes

Transforming actors means changing their location, rotation, and scale. Unreal provides three gizmos (tools) to do this visually.

Move / Rotate / Scale Gizmos

  • Move: Use the translation gizmo arrows to move along X/Y/Z.
  • Rotate: Use rotation rings to rotate around axes.
  • Scale: Use scale handles to resize along axes (or uniformly, depending on handle).

Practical tip: When you need precision, type values directly in the Details panel instead of dragging the gizmo.

World vs Local Space

Transforms can be applied relative to the world axes or the actor’s own local axes.

  • World: Move/rotate aligned to the level’s global X/Y/Z.
  • Local: Move/rotate aligned to the actor’s rotated orientation (useful for angled pieces).

Use the viewport toolbar toggle (World/Local) when your gizmo directions don’t match what you expect.

Snapping for Clean Alignment (Grid / Rotation / Scale)

Snapping helps you build tidy, consistent layouts—especially for modular level pieces. Unreal provides separate snapping controls for movement, rotation, and scale.

1) Grid (Translation) Snapping

  • Enable grid snapping from the viewport toolbar (grid icon).
  • Choose a grid size (for example, 10, 50, 100 units) depending on how large your pieces are.
  • Move actors with the Move gizmo; they will jump in grid increments.

When to use: Aligning walls, floors, props, and blockout geometry so edges line up.

2) Rotation Snapping

  • Enable rotation snapping (rotation icon).
  • Set an angle step (common values: 5°, 10°, 15°, 45°, 90°).
  • Rotate with the Rotate gizmo; it will snap to the chosen increments.

When to use: Keeping objects perfectly orthogonal (like 90° corners) or evenly angled (like 45° ramps).

3) Scale Snapping

  • Enable scale snapping (scale icon).
  • Choose a step (for example, 0.1 or 0.25).
  • Scale with the Scale gizmo; it will snap in increments.

Caution: For modular assets, scaling can break consistent dimensions. Prefer keeping scale at (1,1,1) unless you intentionally need variation.

Quick Troubleshooting: “Why Won’t This Line Up?”

  • Check that the correct snapping type is enabled (grid vs rotation vs scale).
  • Verify you are in World space if you want global alignment.
  • Use the Details panel to type exact values (e.g., Location X = 0).

Scene Organization Essentials

Naming Conventions (Readable and Searchable)

Default names like Cube or SM_Cube_12 become confusing quickly. Use names that describe purpose and type.

Simple, beginner-friendly pattern:

  • [Type]_[Role]_[Index]
  • Examples:
    • SM_Wall_01, SM_Wall_02
    • SM_Floor_01
    • Light_Key_01
    • BP_Door_01 (for Blueprints later)

Tip: Consistent prefixes make Outliner searching faster (typing SM_ filters to static meshes).

Folders in the Outliner

Outliner folders let you organize actors without changing how they move in the world.

  • Create folders such as:
    • Blockout
    • Lighting
    • Gameplay
    • Props
  • Drag actors into folders to keep the list clean.
  • Collapse folders to reduce visual clutter.

Rule of thumb: Use folders for “category organization.” Use parenting for “moves together” relationships.

Grouping vs Parenting (Attach)

Both help manage multiple actors, but they solve different problems.

ToolBest forBehavior
GroupingTemporarily editing multiple actors togetherActs like a selection set; you can ungroup later
Parenting (Attach)Building a hierarchy where child follows parentMoving/rotating parent moves children consistently

Practical guidance:

  • Use grouping when you want to move a set of objects together during layout, but they are not logically “part of” one object.
  • Use parenting when objects should always move together (e.g., a lamp mesh attached to a lamp base).

Using the Details Panel Effectively

The Details panel is where you can precisely control the selected actor’s properties.

Key Sections You’ll Use Constantly

  • Transform: Location, Rotation, Scale (type exact values for precision).
  • Mobility (for lights and some actors): Static/Stationary/Movable (don’t change this randomly; it affects performance and lighting behavior).
  • Actor settings: Visibility, tags, and other per-actor options depending on what’s selected.

Precision workflow example:

  • Select an actor.
  • In Details > Transform, set Location to X=0, Y=0 to center it.
  • Set Rotation Z to 90 to align it to a right angle.

Tip: If you are aligning multiple objects, you can copy/paste transform values between actors by selecting the value field and using standard copy/paste.

Structured Practice Task: Build, Align, and Organize a Mini Scene

This exercise trains navigation, snapping, transforms, and Outliner organization in one small workflow.

Goal

Create a simple “display corner” made of primitives: a floor, two walls, and a pedestal made of stacked shapes. Align everything using snapping, then organize it into a clean Outliner hierarchy.

Part A — Place the Primitives

  1. Create a floor: Add a cube and name it SM_Floor_01. In Details, scale it into a flat platform (for example, increase X/Y and reduce Z).

  2. Create two walls: Duplicate the cube twice and name them SM_Wall_01 and SM_Wall_02. Scale them into tall thin rectangles.

  3. Create a pedestal: Add a cylinder named SM_Pedestal_Base_01 and a smaller cube named SM_Pedestal_Top_01.

Part B — Align Using Snapping (No “Eyeballing”)

  1. Enable grid snapping and choose a reasonable grid size (start medium; adjust if it feels too coarse or too fine).

  2. Position the floor so its top surface sits at a clean height (for example, Z = 0 for the top or base—choose one approach and stay consistent).

  3. Align Wall 01 to the back edge of the floor using Move gizmo with grid snapping.

  4. Align Wall 02 to the side edge of the floor. Use rotation snapping (e.g., 90°) if you need to rotate it to form an L-shape corner.

  5. Place the pedestal near the corner. Use the Details panel to set exact Z values so the pedestal sits perfectly on the floor (no sinking, no floating).

Part C — Clean Outliner Organization

  1. Create Outliner folders: Blockout and SetDress.

  2. Move actors into folders: Put floor and walls into Blockout. Put pedestal pieces into SetDress.

  3. Parent the pedestal: Attach SM_Pedestal_Top_01 to SM_Pedestal_Base_01 so moving the base moves the whole pedestal.

  4. Rename for clarity: If you duplicated objects, ensure names remain unique and descriptive (avoid leaving ..._2 style names).

  5. Test your hierarchy: Select the pedestal base and move it one grid step—confirm the top follows. Press Ctrl+Z to undo after verifying.

Self-Check (What “Good” Looks Like)

  • You can press F on any actor and immediately orbit around it without losing it.
  • Walls meet the floor cleanly with consistent right angles (rotation snapping used).
  • Objects sit on surfaces without tiny gaps (Z values are intentional).
  • The Outliner has folders and readable names; pedestal parts are parented correctly.

Now answer the exercise about the content:

You want two pedestal pieces to always move together when you reposition the pedestal in the level. Which workflow best fits this goal?

You are right! Congratulations, now go to the next page

You missed! Try again.

Parenting (Attach) creates a hierarchy where the child follows the parent, so moving the base moves the top. Folders are only for organization, and grouping is mainly a temporary selection set.

Next chapter

Blocking Out Your First Unreal Engine 5 Level

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