Building Your First Level · Easy · 10 min

Organize a Level with the Outliner and Folders

Tame a messy level: make folders, rename actors, search and filter, and hide what's in your way — the quiet habit that saves you hours hunting for things later.

LevelEasy Time~10 min EngineUE 5.4+ Hands-on12 checkpoints

Before this: Place, Move, Rotate and Scale Actors in UE5, Place Static Meshes and Build Your First Little Scene

By the end, you'll be able to
  • Find any actor fast using the Outliner search and filters
  • Group actors into folders and rename them clearly
  • Hide and show actors so you can work without clutter
  • Adopt a simple naming convention that scales as your level grows

The panel that quietly saves your sanity

Once you start placing things in a level, the count climbs fast: a floor, some walls, a few lights, a player start, a dozen rocks, a sky. Within an hour you can have a hundred actors. (Remember, an 'actor' is anything placed in a level — a mesh, a light, the player start.) Find one specific lamp among all of that by clicking around the viewport and you'll lose minutes every single time.

The World Outliner — that list panel, usually top-right — is the cure. It shows every actor in your level as a searchable, sortable, foldered list. Spending ten minutes learning to keep it tidy is one of the best-value habits a beginner can build. A clean Outliner means you find things instantly, never lose an actor again, and can hand your project to your future self (or a teammate) without an apology.

Before you start

You'll get the most out of this lesson if you have a level with a few things already in it:

  • An open project with a level that has at least a handful of actors (your blocked-out scene from an earlier lesson is perfect)
  • The Outliner panel visible — it's normally docked top-right; if it's missing, you can reopen it from the Window menu
  • Five minutes of mess to clean up — the more cluttered it is, the more satisfying this gets

Tidy your level, step by step

Work top to bottom. Each row stays ticked even if you close the page and come back, so you can clean up at your own pace.

  1. 1Find an actor with search

    At the top of the Outliner there's a search box. Start typing part of an actor's name — say 'wall' — and the list instantly narrows to matching actors.

    Click a result to select it in the level. This is the fastest way to grab a specific actor without hunting in the viewport.

    TipClear the search box (the little X) to see the whole list again. Search only filters what's shown — it never deletes anything.

  2. 2Rename an actor to something meaningful

    Names like 'StaticMeshActor_3' tell you nothing. Double-click an actor's name in the Outliner (or select it and press F2) to rename it.

    Give it a name you'd recognise in a list: 'Wall_North', 'Lamp_Entrance', 'Floor_Main'. Press Enter to confirm.

    TipRename actors as you place them, not in a giant cleanup later. Ten seconds now beats ten minutes of detective work next week.

  3. 3Create a folder

    Right-click in an empty area of the Outliner and choose to create a new folder (there's also a small 'new folder' button in the Outliner's toolbar). A folder appears in the list.

    Rename the folder the same way you renamed an actor — something like 'Lighting', 'Walls' or 'Props'.

    TipFolders in the Outliner are purely organisational. They group the list for YOU; they don't change anything about how the level runs or how actors behave.

  4. 4Move actors into folders

    Select one or more actors in the Outliner (click, then Ctrl+click to add more, or Shift+click for a range), then drag them onto a folder to drop them inside.

    You can also right-click selected actors and use the 'Move to' / folder option from the menu. Repeat until your loose actors are sorted into sensible groups.

    TipA folder with a little arrow can be collapsed. Collapse the groups you're not working on to shrink a 100-item list down to a handful of tidy rows.

  5. 5Hide an actor to get it out of the way

    Hover over an actor (or folder) in the Outliner and you'll see an eye icon. Click it to hide that actor in the editor viewport; click again to show it.

    Hiding a whole folder hides everything in it at once — great for tucking away the walls while you fiddle with the floor.

    TipThis eye only hides things in the EDITOR while you work — it does not remove them from your game. Press H with an actor selected to hide it, and Ctrl+H to bring everything back.

  6. 6Filter by type

    Next to the search box is a filter (funnel) icon. Open it and you can show only certain kinds of actor — for example only Lights, or only Static Meshes.

    Turn a filter on to focus on one job (say, tweaking all your lights), then turn it off to see the full level again.

    TipFilters stack with the search box. Filter to 'Lights' and type 'point' to see just your point lights — a precise way to find one needle in the haystack.

A naming convention you can actually stick to

A 'naming convention' is just an agreed pattern for naming things so the list stays scannable. You don't need anything fancy — the only rule that matters is being consistent.

A friendly beginner pattern is Category_Description, optionally with a number: 'Wall_North', 'Light_Sun', 'Prop_Barrel_01'. Put the category first so related actors sort together alphabetically and cluster in the list. Pair that with matching folder names ('Walls', 'Lighting', 'Props') and your Outliner reads like a tidy table of contents instead of a junk drawer.

Five terms to lock in

Tap a card to flip it

Outliner shortcuts worth memorising

  • F2 Rename the selected actor
  • Ctrl Click Add another actor to your selection
  • Shift Click Select a continuous range of actors in the list
  • H Hide the selected actor(s) in the editor
  • Ctrl H Show everything again (unhide all)
  • Ctrl Z Undo — including a rename or a folder move

You hid a wall with the eye icon to work on the floor, then pressed Play — and the wall is still there in the game. Did the hide not work?

ChallengeTry it yourself

Take your messy level and give it a five-minute makeover: create three folders — Walls, Lighting and Props. Rename at least four actors using the Category_Description pattern. Move every loose actor into the right folder. Finally, collapse the Walls folder and hide the Lighting folder so only your props are visible.

Hint 1

Create a folder by right-clicking in empty space in the Outliner; rename it with a double-click or F2.

Hint 2

Select several actors with Ctrl+click, then drag them onto a folder all at once.

Hint 3

Collapse a folder with the little arrow to its left; hide it with the eye icon that appears on hover.

QuizCheck yourself

1What does clicking the eye icon next to an actor in the Outliner do?

2What is an Outliner folder for?

3Why is a naming convention like 'Wall_North' better than leaving names as 'StaticMeshActor_3'?

Finished the steps?

Mark this lesson complete

We'll remember it on your Academy page and unlock the next lesson below.

Questions beginners ask

Where is the World Outliner if I can't see it?

It's normally docked at the top-right of the editor. If it's been closed, reopen it from the Window menu at the top of the editor and it'll dock back into place. You can drag panels around to lay the editor out however suits you.

If I rename an actor, will it break anything in my level?

No. Renaming changes the friendly label you see in the Outliner, not how the actor works. It's completely safe, and Ctrl+Z undoes it if you change your mind. The same goes for moving actors into folders.

Do Outliner folders affect performance or how the game plays?

No. Folders are purely an editor organisation feature — they group the list for you and have zero effect on how the level runs, how fast it is, or what the player sees.

I hid some actors and now I can't find them. How do I get them back?

Press Ctrl+H to unhide everything in the editor at once. You can also click the eye icon again on any individual actor or folder in the Outliner to show it. Hidden actors still appear in the Outliner list — they're just not drawn in the viewport.

Get the next lessons as they land

New Academy lessons, UE5 tips and tool releases — straight to your inbox. No spam, unsubscribe anytime.

Report a bug