Unreal Editor (nonfiction)
Unreal Editor is an editor for Unreal Tournament 3 (nonfiction) maps.
Actor name change
You can rename actors in the Unreal Editor. While the engine automatically assigns those default names (like StaticMeshActor_0) when you place an object, you can easily change them to keep your map organized.
Here are the ways you can rename an actor in Unreal Engine 3:
- The F2 Shortcut: Select the actor in the viewport or the Scene Outliner (the list of all objects in your map), and press F2 on your keyboard to type a new name.
- The Scene Outliner: Click on the actor's name inside the Scene Outliner list, wait a brief second, and click it again to enter edit mode.
- The Properties Window: Double-click the actor (or press F4) to open its Properties window. Look at the very top of the window—the unique object name is displayed in a text field next to the class name, allowing you to edit it there.
Important Distinction: Display Name vs. Object ID
In Unreal Engine 3, changing this name updates the actor's label for your organizational purposes in the editor. However, under the hood, the engine still tracks a permanent internal Name property (often still matching the original class and numeric string) to handle code and references safely without breaking if you rename it again later.
- Renaming actors @ Google AI
Spider Redeemer
giveweapon SpiderRedeemer.UTWeap_SpiderRedeemer
Map preview image
Take a screenshot ingame of your map (write togglescreenshotmode 2 times in console for the HUD to go away). Then use an image editing (Adobe Photoshop for example) and resize the screenshot you took to 512x256. Save the image as .tga or .bmp, then open up UnrealED and your map, import the image to your maps package.
Create a new material, add a Texture Sample to the material and get the imported image there, connect it to diffuse and set the material to Unlit. Assign the newly created material to a mesh that is not visible while playing the map and do a full rebuild for your map.
Publish the map and you should have a .ini file with the same name as your map @ Documents>My Games>Unreal Tournament 3>UTGame>Published>CookedPC>CustomMaps
Edit this in notepad and change the current PreviewImageMarkup to:
Code:
PreviewImageMarkup=<Images:MapName.NameOfTheScreenshotYouImported(the texture, not the material>
The entire .ini file for a finished map should look something like this:
Code:
[CTF-Eternity UTUIDataProvider_MapInfo]
MapName=CTF-Eternity
FriendlyName=Eternity
NumPlayers=8 to 16 players
Author: Jonatan "Thrallala" Czapnik
PreviewImageMarkup=<Images:CTF-Eternity.Preview>
Description=*Add description for the map here, story*
- How to create a Map Preview @ forums.epicgames.com
In the News
Fiction cross-reference
- Gnomon algorithm
- Gnomon Chronicles
- Unreal Tournament 3 actors (nonfiction)
- Unreal Tournament 3 packages (nonfiction)
