Getting Started · Beginner · 13 min
Place, Move, Rotate and Scale Actors in UE5
Drop your first objects into a level, then master the three transform gizmos — Move (W), Rotate (E) and Scale (R) — plus space toggling, grid snapping and the Alt+drag duplicate trick that pros use constantly.
Before this: Navigate the UE5 Viewport Like You've Done It for Years
- Add Actors to a level using the Place Actors panel and the Quickly Place menu
- Select objects and switch between the Move, Rotate and Scale gizmos
- Toggle world vs local space and use grid snapping for clean placement
- Duplicate an Actor in place with Alt+drag
From flying around to actually building
In the last lesson you learned to fly the camera. That only moves your view — nothing in the level changes. This lesson is where you start to build: you'll add objects to the level and then push them around, spin them and resize them until they sit exactly where you want.
Anything you place in a level is called an Actor — a cube, a light, the player's start point, a camera, all of them are Actors. And the way you move, rotate or scale any Actor is the same: select it, pick a tool, and drag the coloured handles that appear. Those handles are called the transform gizmo. Learn it once and it works on everything for the rest of your Unreal life.
Five words to lock in first
Tap a card to flip it
Add some Actors and transform them
Open any level (the Third Person template from the navigation lesson is perfect, or a new Basic level). Make sure you're in Selection mode — the mode dropdown at the top-left of the viewport should read 'Select'. Work top to bottom and tick each row as you go.
- 1Open the Place Actors panel and drop a cube
If you don't already see it, open the Place Actors panel from the main menu under Window. It's a palette of things you can add — Basic, Lights, Shapes, Volumes and more.
Click the 'Basic' (or 'Shapes') category, then drag a Cube straight out into the viewport and let go. A cube Actor appears in the level, already selected.
TipYou can also just drag-and-drop — grab the Cube icon, drag it over the floor, and release. Unreal drops it where you let go.
- 2Try Quickly Place for instant Actors
There's a faster route for common things. On the level editor toolbar, open the 'Quickly add to the project' / Quickly Place menu (the cube-with-a-plus icon near the top-left).
From here you can add a Cube, a Point Light, a Player Start and other staples in a single click — Unreal drops them in front of the camera. Add a Point Light now so you have a second, different Actor to play with.
TipQuickly Place is the menu most people end up using day to day — it's right there on the toolbar and covers the Actors you reach for most.
- 3Select an Actor and find the gizmo
Click the cube once in the viewport. It gets a highlight outline and a set of coloured handles appears at its centre — that's the Move gizmo. Red is the X axis, green is Y, blue is Z.
Click empty space to deselect. Click the cube again to reselect. Getting comfortable with click-to-select and click-away-to-deselect saves a lot of accidental edits.
TipIf you lose your Actor, select it in the Outliner (top-right list) and press F to fly the camera to it — your rescue from the navigation lesson.
- 4Move it (W)
Press W to make sure you're on the Move tool. Drag the red arrow and the cube slides along X; drag green for Y, blue for Z (up/down).
Drag the little coloured square between two arrows to slide along a flat plane (two axes at once) — handy for sliding something across the floor without changing its height.
TipExact numbers beat eyeballing: with the cube selected, type Location values straight into the Details panel on the right for precise placement.
- 5Rotate it (E)
Press E to switch to the Rotate gizmo — the handles become three coloured rings. Drag a ring to spin the Actor around that axis. The blue ring (Z) is the one you'll use most, turning an object like a lid on a jar.
As you drag, a readout shows the angle so you can stop at a clean value like 45 or 90 degrees.
TipRotating feels backwards at first. Just remember each ring spins the object around the axis of its own colour — drag the blue ring to turn it left/right on the floor.
- 6Scale it (R)
Press R for the Scale gizmo — the handles end in small coloured boxes. Drag one box to stretch the Actor along that axis. Drag the centre box (or the white handle) to scale all axes at once so it grows evenly.
Now press the spacebar a few times: it cycles Move → Rotate → Scale without reaching for W/E/R. Some people prefer the spacebar, some prefer the letters — use whichever sticks.
TipStretching one axis a lot can distort textures and lighting on a mesh. For most objects, scale evenly (the centre box) unless you specifically want a squashed or stretched look.
The transform shortcuts to memorise
- W Move tool — drag the arrows to reposition the Actor
- E Rotate tool — drag the rings to spin the Actor
- R Scale tool — drag the boxes to resize the Actor
- Spacebar Cycle Move → Rotate → Scale without leaving the mouse
- Alt drag a gizmo Duplicate the Actor and drag the copy away
- End Snap the selected Actor straight down onto the floor below it
- Ctrl Z Undo — your safety net after any mistake
World space vs local space
The gizmo's arrows always point along the level's fixed X/Y/Z — straight, never tilted, no matter how the Actor is rotated.
Best when you want to move things along the world floor or straight up. This is the mode you'll be in most of the time.
The gizmo tilts to match the Actor's own rotation, so 'forward' means the object's forward, even if it's spun 30 degrees.
Best after you've rotated something and want to push it along the direction it's now facing — like nudging a tilted ramp 'up the slope'. Toggle between world and local with the little globe/box (coordinate system) icon on the viewport toolbar — click it to flip between the two.
You rotated a cube 90 degrees, switched to the Move tool, and now dragging the red arrow moves it in a direction that doesn't look like the cube's 'side' anymore. Why — and how do you make the arrows follow the cube instead?
You're in world space, so the red arrow always points along the level's fixed X axis no matter how the cube is turned. That's usually what you want, but after rotating an Actor it can feel disconnected.
Switch the gizmo to local space using the world/local toggle on the viewport toolbar (the globe-vs-box icon). Now the arrows tilt to match the cube's own rotation, so 'red' means the cube's own side and it moves the way you expect.
Place one Cube and scale it tall and thin so it looks like a fence post. Then use the duplicate trick to lay down four more copies in a straight, evenly spaced row — without typing any numbers and without using the copy/paste menu.
Hint 1
Make it post-shaped: press R (Scale), drag the blue (Z) box up to make it tall, and pull the red/green boxes in to make it thin.
Hint 2
Turn grid snap on (the grid icon, top-right of the viewport) so each copy lands an equal distance from the last.
Hint 3
To copy without menus: hold Alt, then drag the red arrow of the Move gizmo. Repeat for each new post.
Hint 4
If the posts drift in height, switch to a Top orthographic view (from the navigation lesson) to line them up flat.
Drag a Cube into the level. Press R, drag the blue box up to make it tall, then pull the red and green boxes in to slim it into a post. Turn on grid snap (top-right grid icon).
Press W for the Move tool. Hold Alt and drag the red arrow sideways one grid step — a copy appears and slides over. Release, then Alt+drag the red arrow again for the next post, and again, until you have five evenly spaced posts. Because snap is on, each one steps the same distance, so the row stays perfectly straight.
QuizCheck yourself
1Which keys select the Move, Rotate and Scale tools?
W = Move, E = Rotate, R = Scale. They sit in a row on the keyboard, which makes them easy to remember. The spacebar also cycles between the three.
2You want to lay down a row of identical crates quickly. What's the slickest way?
Alt+drag makes a copy and moves it in a single motion. Repeat it to build a row fast. Plain copy/paste lands on top of the original and needs a second move.
3Grid snapping is turned on. What does it do when you move an Actor?
Grid snap quantises movement into fixed increments, so neighbouring objects line up edge to edge instead of floating slightly apart. Toggle it off for free, smooth movement.
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Questions beginners ask
What's the difference between moving the camera and moving an Actor?
Camera navigation (the previous lesson) only changes your view — nothing in the level moves. Transforming an Actor selects an object and changes its actual position, rotation or scale in the world using the gizmo. If you drag and the whole view swings instead of the object, you probably didn't have the Actor selected first.
I press W/E/R but the gizmo doesn't change. What's wrong?
Two common causes: nothing is selected (click an Actor first), or the viewport doesn't have focus (click once inside the 3D viewport). Also make sure you're in Selection mode — if the mode dropdown at the top-left says 'Landscape' or 'Foliage', the W/E/R shortcuts do something else.
Should I type exact transform numbers or just drag?
Both, and you'll mix them. Dragging the gizmo is fast for rough placement and creative work; typing Location, Rotation and Scale values into the Details panel on the right is best when you need precision — like setting a rotation to exactly 90 degrees or a scale to exactly 2.
My object stretches and the texture looks smeared after scaling. Did I break it?
No — scaling one axis much more than the others stretches the surface, which can smear textures and skew lighting. For most meshes, scale evenly using the centre handle. Non-uniform scaling is fine when you actually want a long, flat or squashed shape, just expect the surface to stretch with it.