The main menu is where you can access everything from basic file operations and display options, to more advanced features such as terrain and level editing tools and AI settings.
Many of these commands can also be executed the ToolBar and also by using keyboard shortcuts.
The File Menu
The File menu includes commands related to the handling of files such as open and save level file, show log file, and a list of recently loaded levels.
Please see the Creating a New Map tutorial for information on creating a new map.
Opens an existing level.
Saves the level.
Saves the level under a different name.
Save Modified External Layers
This option allows you to save just the external layers which have been modified since last save.
See PAK Manager for more information.
Export to Engine
Exports the level data to the level.pak file so the level can be played in pure game mode.
Generate Terrain Texture
Generates the terrain surface texture in a compressed format to the terraintexture.pak file.
Save Level Resources
Saves all assets that are used in the level to a folder.
Export Selected Objects
Saves the selected geometry to an .obj or .fbx file.
Export Terrain Area
See Terrain Import and Export for more information.
Export Terrain Area with Objects
See Terrain Import and Export for more information.
Export Occlusion Mesh
Show Log File
Shows the log file containing all text that was printed in the console.
Recent Files List
Lists recently opened levels.
Quits the Editor, prompting the user to save before exiting, if changes are detected.
The Edit Menu
The Edit menu contains commands related to object manipulation and selection.
Undoes the users last action (Ctrl+Z).
Redoes the users last action (Ctrl+Shift+Z).
Deletes the selected object(s), when you press the Yes button on the confirmation window.
Duplicates the selected object (Ctrl+C).
Hides the selected object (H).
Unhides all hidden objects (Ctrl+H), when you press the yes button on the confirmation window.
Freezes the selected objects (F) so they can no longer be moved or selected.
Unfreezes all frozen objects (Ctrl+F), when you press the yes button on the confirmation window.
Hold (save) the current state (Ctrl+Alt+H).
Fetch (restore) the saved state (Ctrl+Alt+F).
Selects all visible, non-frozen objects.
Deselects objects currently selected.
Inverts the selection, so object currently not selected be come selected and objects currently selected become deselected.
This will brings up the Select Objects Window.
Having an object in lock mode prevents you from selecting other objects (Ctrl+Shift+Space), until you press Escape.
Next Selection Mask
Selects the next selection mask (masks can be specified in the field with the pull down icon in the editing toolbar - Named Selections).
Sub Object Mode
When an object is selected and using the edit mesh function, you have the option to select and edit various components of the geometry.
Select the various object editing modes.
Limits the movement to the X, Y, Z, or XY axes, to the surface of the terrain, or to the surface of the terrain and objects.
The Modify Menu
The Modify menu is where you will find commands used to modify and change attributes and properties such as height and alignment and material of objects and entities.
Linking is used to create hierarchies between objects.
This function will break the link between the objects currently selected.
Align an object to the grid or to another object will move the pivot point and rotation parameters of the object currently
Quickly rotates the current selected object on the selected axis with the degree value specified in the Rotate Angles Window.
Set Object(s) Height
Moves the object to a certain level (in meters) above the terrain.
Renames the currently selected object.
Moves the camera to the selected object (Z).
Align Object to Surface
Moves the selected object to the surface that you next click on.
This feature is mainly used to make a physical simulation.
AIPoint Pick Link
Used to combine AI navigation modifier points.
AIPoint Pick Impass Link
Used to restrict AI navigation modifier points (so AI can not walk on these lines).
Save an object(s) to the game folder (Ctrl+Shift+S) as a .grp (group) file.
Load an object(s) from the game folder (Ctrl+Shift+L).
The Display Menu
The Display menu enables the user to toggle display features which will aid in level design, entity placement and object manipulation.
Other commands such as Remember/Goto Location and viewport navigation speed, can also be accessed from the Display menu.
Enables the Wireframe rendering mode (F3).
This option turns on the point mode rendering. It turns off almost all rendering features so editing particles can be done quicker, for example.
Snap to Grid (value)
This locks an objects movement or rotation to a predefined grid (G). The current set value is displayed also.
Restricts the rotation of an object to predefined angle steps, i.e. 15, 30, 45, 60... degrees.
Activates the Ruler tool which can be used to measure distances.
See below for more information.
Select one of the pre-configured layout settings to help keep arrange the Sandbox Editor.
Cycle 2D Viewport
This function will change the current view port to the next type (from perspective to top, to front) (Ctrl+Tab).
In this window you can specify a camera position in XYZ coordinates, and then hit "Go to" button to move the current camera to this position.
Using this function allows you to save 10 locations that you later recall using the Goto Location Feature.
With this function you can quickly jump to the predefined camera positions (Shift+F1,2,3,4 etc).
Change Move Speed
Increasing the speed will make the navigation in the editor faster. Decreasing the speed will make the navigation in the editor slower.
Allows you to hide all helper objects or turn them back on (Shift+Space).
Toggle Fullscreen MainWindow
From here you can toggle the perspective viewport to & from full screen mode.
Use the Grid/Snap settings dialog box to define Grid settings, Angle Snapping values, the sizes of the construction plane and snap markers.
Snap to Grid
Snap the selected object to the grid.
Grid Lines Every x units
The placement of grid lines measured by units.
Units Per Meter
Defines the size of a unit.
Get Angles & Translation from Selected
Rotates the grid lines & translation at angles equal to the selected object.
Rotation & Translation by X/Y/Z
Rotate the required grid line axis by the specified number of degrees.
Activates/deactivates Angle Snap.
Angle Snap degrees
Sets the angle snapping steps in degrees.
The Construction Plane is useful when editing Solids, or moving objects around.
Switches Construction Plane on/off.
Defines the size in meters in all directions from the pivot.
The Snap Marker is used for modeling Solids.
Turns Snap Marker on and off.
Changes the size of the Snap Marker.
The Config Spec Menu
This menu allows to quickly switch between predefined quality settings, to check memory footprints, visual quality differences and features available in the different modes.
Turns on the Very High display settings.
Turns on the High display settings.
Turns on the Medium display settings.
Turns on the Low display settings.
Emulates Xbox One display settings.
Emulates Playstation 4 display settings.
The Group Menu
The Group menu contains commands that are concerned with the grouping of individual objects.
When having multiple objects selected the grouping function will group them together and draw a green box around them.
Having a group selected this function will ungroup all group object.
This function will open the group so individual objects within the group can be modified.
This function will close the group so individual object modification is no longer possible until the group is opened again.
Having a group selected and choosing this function and then clicking on a object that is not already within the group will add this new object to the group.
When the group is open and one of the group objects is selected this detach function will removed the specific objects from the group.
The Prefabs Menu
The Prefab menu contains commands to make prefabs from selection, reload prefabs and add selected objects to the prefab library.
Create Prefab from Selected Object(s)
Makes a new prefab from the selected objects.
Add Selected Object(s) to Prefab
Adds currently selected objects to the prefab.
Clone Selected Object(s)
Clones the selected object outside of its prefab.
Extract Selected Object(s)
Extracts the selected object from its prefab.
Opens all prefabs inside the level.
Closes all prefabs inside the level.
Reload all prefabs inside the level with the "on-disk" version.
The Terrain Menu
The Terrain menu serves as a hub to access many view panes and tools that affect the game world and terrain appearance in particular ways.
Opens the Terrain Editor window.
Terrain Texture Layers
Opens the Terrain Texture Layers window.
Export/Import Terrain Texture
Used to Import and Export terrain texture tiles.
Opens the Terrain Lighting window.
Time Of Day
Opens the Time Of Day window.
Reloads the terrain.
Export Terrain Block
Exports a section of the terrain as a terrain block (.trb) file.
Import Terrain Block
Imports terrain from a previously saved terrain block file.
Opens a dialog which can set the Heightmap Resolution setting
Opens the Modify Terrain panel with the specified tool selected.
Opens the Vegetation Tool.
Opens the Layer Painter Tool.
Refine Terrain Texture Tiles
Divides the terrain tiles into more smaller sections.
The Audio Menu
The Audio menu contains functions to stop and refresh the audio middleware system.
Stop All Sounds
Sends a signal to the audio middleware to stop all playing sounds.
Reloads all of the audio data and sends a signal to the audio middleware that the entire audio
The Game Menu
The Game menu provides commands to enable the game mode and test newly created features.
Switch to Game
Switches to game mode so you can play the level within the editor (Ctrl+G) (to exit game mode press Esc).
Enables the physics and AI within the editor (Ctrl+P).
Makes the editing camera collide with the terrain so you can't fly under the terrain surface (Q).
Synchronize Player with Camera
Sets the player to the position where the current editing camera is. This can be used to prevent the camera triggering logic such as AreaTriggers while in Editing mode.
Opens the Equipment-Packs window. See the Setting Up Equipment Packs tutorial for more information.
Toggle SP/MP GameRules
Switches between "SinglePlayer" and "TeamInstantAction" game rules.
The AI Menu
The AI Triangulation menu contains commands used to generate AI navigation and update the AI system within a level.
Generate All AI
This triggers generation of all the AI navigation. All steps listed below will be executed.
Generates triangulation - the navigation mesh, used for outdoor.
Generate 3D Navigation Volumes
Generates navigation for 3D volumes. This type of navigation is used by aliens. The volumes have to be defined with AINavigationModifier and NavType of the modifier must be set to Volume. This will make the system process the entire environment within modifier and generate 3D navigation data for this Space.
Generate Flight Navigation
Generates type of navigation data used by helicopters, scouts, etc. The volumes have to be defined with AINavigationModifier and NavType of the modifier must be set to Flight. This will make system process the entire environment within modifier and generate "2.5D" navigation data, usable for flying AI agents within this Space.
Regenerates links for indoor waypoints (updating connections).
This will check current navigation data for various problems (bad object placement, overlapping forbidden areas, corruptions). Will output warnings if problems found.
Clear All Navigation
This will remove all navigation information from the level.
Generate Spawner Entity Code
Used for scripting, it looks for appropriate classes of AI entities and generates an .ent file for each. This associates an Entity class name with the Lua base file of that entity.
Generate 3D Debug Voxels
Generates debugging information for volume navigation regions (when ai_DebugDraw entered into the Console and activated).
Create New Navigation Area
Shortcut to creating a new navigation area shape.
Request a full MNM rebuild
Performs a full rebuild of all MNM mesh data.
Show Navigation Areas
Displays MNM shapes.
Add Navigation Seed
Shortcut to add a navigation seedpoint entity.
Toggles continuous MNM data updates. If disabled, mesh data won't update until a rebuild is requested.
Visualize Navigation Accessibility
Displays inaccessible areas as Red and accessible areas as Blue.
Debug Agent Type
Selects which MNM meshes should be displayed, based on their agent type.
Generate Cover Surfaces
Requests generation of Cover Surfaces data.
The Tools Menu
The Tools menu is where you reload scripts, textures, geometry and terrain. Other commands include user command configuration and check level for errors.
Provides functions to reload specific (or all) game scripts.
Reloads all textures and shaders used in the level.
Reloads geometries used in the level.
Initiates the Terrain (can be used instead of
Resolve Missing Objects/Materials
This will run a check through the level and try to resolve all
Enable file change monitoring
Clear Registry Data
Resets the Sandbox data stored in the Windows Registry.
Check Level for Errors
Checks the level for errors (duplicate objects,
Check Object Positions
Save Level Statistics
Saves level statistics to the "YOURLEVELNAME.xml" file
(Advanced) Compile Script
Compiles an entity script.
(Advanced) Reduce Working Set
Reduces Memory consumption.
(Advanced) Update Procedural Vegetation
Updates the Procedural Vegetation.
The Customize Keyboard window enables you configure
Export Keyboard Settings...
Import Keyboard Settings...
Editor Preferences can be set here. See Editor Preferences.
Configure Toolbox Macros...
Function to create shortcuts to console commands.
Displays the shortcuts to console and editor commands as
The View Menu
The View Menu helps users to be able to customize the Sandbox Editor, and provides access to the various Sandbox Editors, user layouts, and skins.
Open View Pane
Here you can open the various Sandbox Editor windows (i.e Flowgraph, Trackview),
Show Rollup Bar
Shows and hides the Rollup Bar.
Shows and hides the Console.
Show Quick Access Bar
Save the current layout. If a layout has been previously saved, a list will appear above this menu option.
Restore Default Layout...
Restores the default layout.
The Help Menu
The Help Menu contains version information as well as access to the Tip of the Day dialog box.
Tip of the Day
Opens the Tip of the Day dialog box, and allows users to turn "Show tips on startup" on and off.
Displays CryENGINE Sandbox Editor version information.
Opens the http://docs.cryengine.com website in your default browser.