Zum Inhalt springen
Suchen

Pins

Diese Seite ist vorübergehend auf Englisch verfügbar

Level Pins are spatial annotations for Editor work. They can capture a title, body, tags, comments, type, position, and an optional saved viewport view without becoming part of the map.

Scope Storage Source-control behavior
Shared <Project>/ProjectPins/ Uses the active Unreal source-control provider when available
Private <Project>/Saved/Locus/PrivatePins/ Never queries or changes the provider

Each Pin is an external .locuspin file. A Pin is not an Actor, Component, UAsset, package, map metadata, runtime object, or cooked-data owner. Creating, moving, editing, or deleting a Pin does not by itself dirty the map package.

  • Current Map shows Pins associated with the currently resolved saved map.
  • All Maps groups project Pins by map without loading those maps.

Pins remain separate from the map they reference. Duplicating a map does not duplicate or retarget Pins. If a map moves, Locus may resolve an Asset Registry redirect, but it does not silently rewrite every Pin file.

  1. Open and save the target level. Persistent Pins are unavailable for an unsaved or transient world.
  2. Open Pins and start the Shared or Private placement action, or press Ctrl+Alt+P for Placement Mode.
  3. Click a surface in the viewport.
  4. Press Esc to leave Placement Mode.

Select the Pin in the viewport or workspace to edit its title, body, tags, type, and comments. Types are Default, Important, Issue, Info, and Success. Comments are a flat chronological list; they do not provide threads, reactions, or notifications.

  • Drag the anchor to change its position in three axes.
  • Drag the marker head vertically to adjust its height.
  • Press End to snap the selected anchor downward to a surface.
  • Press F to focus the selected Pin.
  • Capture View stores the current Editor viewport view with the Pin; Restore View returns to it when one has been captured.
  • Reposition places the selected Pin again.

Edits save automatically. Press Ctrl+S to flush or retry a save.

The viewport visibility toggle is independent of Placement Mode. Title display supports Always, Selected, Hovered, Nearby, and Adaptive behavior. Occlusion choices include Always Visible, Line of Sight, Selected Through Geometry, and Reduced Opacity.

Personal Pins settings control nearby-title distance, maximum marker height, marker and connector presentation, saturation, and placement animation. These preferences affect only Editor presentation; they do not alter maps or the authoritative Pin content. See Settings.

Search and filters narrow Pins by their user-facing fields and map/scope context. Ctrl+D duplicates the selected Pin. Delete requests permanent deletion and requires confirmation. Unreal undo cannot restore a deleted external Pin file.

Recovery snapshots are stored beneath <Project>/Saved/ProjectPins/Recovery/ for Shared Pins and <Project>/Saved/Locus/Recovery/PrivatePins/ for Private Pins. Recovery actions include restoring, restoring as a new Pin, and discarding the snapshot.

If a .locuspin changes externally while local edits are pending, Locus blocks silent replacement and offers safe conflict actions such as reloading disk or saving local work as a new Pin. See Troubleshooting.

Shared Pins participate in checkout, mark-for-add, and provider-aware deletion. Private Pins have zero provider interaction. Local Mode keeps local editing available when no provider is active. Locus does not submit files, sync, manage changelists, or change typemaps. See Source Control.

  • A saved top-level world is required for persistent placement.
  • Map duplication does not clone or retarget Pins.
  • Provider and complex-world workflows outside the currently validated release matrix should be verified by the project before relying on them.