If the file path to the map file itself contains a space in it, then the map will fail to save. Make sure all the folder names leading up to the map file do not have a space in it, in order to avoid this issue.
Certain packages will crash the level editor when being opened, due to them not using the same data structuring the level editor uses. These include:
Basically any unpatched .u file
AmbCreatureAnims.ukxÂ
Some unpatched packages (that aren't a part of the level editor normally)
In other words, be careful about what exactly you open. Typically it should be fine to open everything.
By default, the level editor may end up modifying the monitor's brightness when you first launch it. To fix this:
Click on View --> Advanced Options --> Display
3 variables must be manually changed from this property window...
Change Brightness to 0.5
Change Contrast to 0.5
Change Gamma to 1.0
Your monitor should now appear as normal while inside the level editor.
Due to an issue that started from Windows 10, in order to fix this issue, you'll need to run the level editor in a specific compatibility mode. To do this:
Close the level editor
Go into the level editor's System directory, right-click on the file UnrealEd.exe and then click Properties
Click on the Compatibility tab, tick Run this program in compatibility mode for: and then select Windows XP (Service Pack 3)
Click Apply
The level editor window should now properly fit the monitor
This could be caused by a few things, but typically, it's related to the flag bCollideActors equaling false on an actor that does not have this set to false by default. This crash is only avoidable by making sure you do not disable actor collisions with this flag by itself, rather the other 5 collision flags. This is incredibly common to occur on the original stock maps, if you're modifying them. If you are, make sure you use Project: SMR instead, as it fixes this issue.
This crash is quite unique, in that it only occurs once you build the level. At what point can this crash happen? Well, the level editor actually tracks which actors have been selected. If you were to select an actor with bCollideActors=false while the default value for bCollideActors=true, then even if you save the level at that point and reload it, the crash will still occur when rebuilding the map. The only way to recover a map from this crash once this occurs is to MANUALLY locate the actor you selected with this issue, and resolve it manually. There are no known simple fixes for this.
More often than not, this is caused by the level editor getting stuck trying to generate too many complex AI nodes. By default, KnowWonder pickups are FORCED to act as a PathNode, which means it forcefully creates AI nodes that are typically bad for navigation. If you try stacking a lot of PathNode's on top of each other, or pickups, you can expect this issue to arise. To avoid pickups causing the issue, use MPak's pickups instead. To avoid PathNode's causing the issue, keep your PathNode density low.
Stock maps are not 100% aligned with the level editor, so recompiles must be used in order to ensure 100% map accuracy. You can use Project: SMR in order to modify the stock maps without issues.
PIB's DeathIfFallDistance is manually set to equal 1000.0, but only in FGM PIB specifically. Set this to 1000.0 if you want his normal fall damage.
Steed's fDoubleJumpHeight is manually set to equal 128.0, but only in Prison Steed specifically. Set this to 128.0 if you want his normal double jump height.
FallingStair's have specific collision set to them in the levels they appear in. Apply the following changes:
CollisionType=CT_Box
CollisionRadius=138.0
CollisionWidth=140.0
Found in the bottom left of the level editor window is a text field. Enter in any console command there, then press enter. Additionally, you can click the log button to the right of that to open the level editor's log window, which also allows you to run console commands from there. Console commands specific to the level editor can be found here.
You must always include the pawn Shrek in your map, no matter if you play as him or not. For Shrek 2.2, it's MShrek instead of Shrek.
The reason this occurs is because you haven't constructed AllDialog.uax via 7-Zip, so the compiler gets confused where the sound package is and accidentally tries to compile a package it's not supposed to. Check this section to learn how to do that.
The compiler (UCC) has no permissions to overwrite a file, so in the case it thinks it must re-compile a file even though it exists, it won't actually be able to overwrite the file.