π§± Tips & Hotkeys (Categorized)
How could a guide named βSDK General Tipsβ not have a section on tips!
I. Stability & Setup (Essential Fixes and Downloads)
- Save copies often. The software will crash. β³ The SDK is way more resource-heavy than the game itself, which makes it super demanding on your PC. If youβre getting memory crashes: Lower the graphics in-game to reduce them.
- Log Viewer: View β Log. Keeps track of SDK errors and warnings β super useful for debugging.
- Autosave: SDK keeps 10 files from the last 2 hours in your maps directory, named
auto0βauto9. - Steam's KF SDK permanently jacks gamma up pretty high. Fix = add -nogamma to Steam game properties -> launch options. Alt Fix = Manually open KfEd.exe file.
- Change
KFEd.execompatibility mode for better stability. - Try 800x600 resolution to fix cutoff UI windows. [previewicon=35503155;sizeOriginal,inline;KFEdCompatibility.png][/previewicon]
- 4GB SDK (KFEd) β removes RAM cap. π Download
II. UI Navigation & Workflow (Time-Savers)
- Ctrl + Alt + M1 = Selection box (only in top/front/side views). //ProTip: Try combining with SuperTip3.
- A lot of stuff can only be moved/interacted with while holding Ctrl β try that if youβre stuck.
- Texture Info: Right-click a wall/surface β
Propertiesβ top of window = texture name + path. - Actor Info:
Properties β Display β Meshshows the name + directory of a selected actor (static mesh). - Apply Skins:
Display β Mesh β Skins β Uselets you apply graffiti or overlays on existing meshes (like grime/glass). - Obvious in retrospect, but for graffiti or reskinned meshes, donβt forget this boolean: [previewimg=35573290;sizeFull,floatLeft;graffitiTip.png][/previewimg]
- Big maps = laggy editor. Use orthographic views (top/side/front) to edit more efficiently. When using the 3D view zoom in to render as little as possible
- Ruler Tool: Shift + MMB. I'm overzealous because I wasted years of my life counting tiny squares. π Extra Tricks Thread
- Shift + D > Copy + Paste. Always.
- Selection Time Savers (be smart): [previewimg=35383871;sizeOriginal,floatLeft;Select.png][/previewimg] [previewimg=35383873;sizeOriginal,floatLeft;InvSelect.png][/previewimg] You can also select all actors of type, all adds/subtracts, all brushes or grouped actors via the Group Browser.
- Reveal All Hidden Actors: Use this tool: [previewicon=35503135;sizeThumb,inline;ShowAllActors.png][/previewicon]
- You can right-click the viewport headbar to customize visibility: [previewimg=35503112;sizeFull,floatLeft;SDK ShowCustomisation.png][/previewimg]
III. Niche Tips / Advanced Fixes (Technical Workarounds)
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For really tricky BSP holes: Rick-click the problem brush β Type β Convert to Semi-Solid / Non-Solid (+ Blocking Volume). You can also try Build Options β Lower BSP Cuts. threads/static-mesh-import-errors.113852/)
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Test specifics regularly. Most issues arenβt visible at first glance.
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Slippery floors: π Forum Tip
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Be wary of scaling static meshes, it creates duplicates in
myLevel. Discussed in Optimisation. -
KFUseTrigger only works with doors: π Proof Use Trigger, ProxyTrigger or Mover β MoverEvent instead.
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Launch Pads / Knockback FX: π Forum Guide
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Custom Lobby Camera Setup for your map: π TWI Forum Tutorial
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There is a hard limit to actors such as lights/navigation points lmfao. all are capped at ambiguous large values. Compare yourself to big story maps like KF-Hive to stay safe.
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Tripwire Oversight (Also mentioned in 'Lighting'):
STβs Broski explains how color correction is borked and how to fix it:
[previewimg=35350377;sizeFull,floatLeft;GuideThing.jpg][/previewimg] Original Post (by Siren Torturer's Broski): "There is code to disable KF's color correction in the standard KFLevelRules, but due to a typo (KFLevelRule.) and an oversight in KFLevelRules code (its missing this boolean entirely) It's not usable. And the color correction options in ZoneInfo does nothing. Same exact code.
Welp, turns out, there is one thing that actually has the code for it still. The story mode actor. And it works. And it has MASSIVE impacts on how maps look. You can more accurately use different themes of lighting.
If you want to see how massive of a difference this makes, drop KFSPLevelnfo () in a default map and set levelInfo->bUseVisionOverlay to false."
IV. Community Advice & Resources
- Unless you have custom texture/mesh packages, always say no to tea (Never save myLevel). [previewimg=35572203;sizeFull,floatLeft;Package.png][/previewimg]
- Asset Naming Conventions (the decent kf creators used back in the day): π Version mismatches & you
- Study official maps. They know whatβs stable and well-optimized.
- Maybe look at this for extra SDK functionality (Be v careful unrealed.ini sensitive lol): https://forums.tripwireinteractive.com/index.php?threads/customizing-popup-actor-list.101481/
- Donβt even touch this cursed SDK without good music or a podcast.
- Holy Grail of BSP Basics:
src="https://www.youtube.com/embed/0s9TTUZ48pQ" title="Unreal Editor 2 Tutorial - 2D Shape Editor" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen>
V. Hotkeys (Table Reference)
| Key | Function |
|---|---|
| Q | Toggle BSP |
| W | Toggle Static Meshes |
| O | Toggle Volumes |
| F | Toggle Distance Fog |
| H | Toggle Actors |
| B | Toggle Builder Brush |
| Ctrl + W | Align BSP Textures |
| Ctrl + S | Subtract Tool |
| Ctrl + A | Add Tool |
| Shift + L | Apply texture to all selected surfaces |
| F8 | Build Options (always use RGB8 lighting) |
Extended list: π UE3 Hotkeys