Overview
LevelWarp puts a quick-level loader on the Level Editor toolbar. Pin the maps you bounce between — a hub, a test arena, a lighting scene — and open any of them with a single click, instead of digging through the Content Browser every time.
✨One-click warps
Your pinned levels live in a toolbar dropdown, always a tap away from anywhere in the editor.
📌Pin in place
"Add Current Level" pins whatever you're editing — no settings trip required.
💾Never lose work
An optional save prompt catches unsaved changes before you warp away.
What's inside
🗺Pinned level list
Curate an ordered list of World assets that appears in the toolbar dropdown.
🏷Custom labels
Give each entry a friendly name to keep long asset paths out of the menu.
➕Add Current Level
Pin the level you're in straight from the dropdown with one click.
📝Reorder & manage
Drag entries into any order on a clean settings page; remove ones you've outgrown.
💾Save prompt
Opt-in confirmation saves dirty packages before a warp so nothing is lost.
🌐Level picker
The settings picker is filtered to World assets, so you only ever choose valid maps.
Installation
From the Marketplace / Fab
Install to the engine, then enable LevelWarp in Edit › Plugins › Editor and restart the editor.
Manual (per-project)
Copy the LevelWarp folder into your project's Plugins/ directory, then launch and enable it in the Plugins browser.
Engine version: built for Unreal Engine 5.8. LevelWarp is editor-only — it's excluded from packaged/runtime builds and adds nothing to your shipped game.
Quick start
- Click the glowing warp-portal button on the Level Editor toolbar, next to Play.
- Open the level you want to pin, then choose Add Current Level from the dropdown — or pick Configure Levels… to build the list by hand.
- In settings, add World assets to the Levels list and give each an optional Label.
- Back on the toolbar, click any entry to warp straight to that level.
Toolbar actions
Everything the dropdown can do.
| Action | What it does |
|---|---|
| <Your pinned levels> | Each configured level opens with a single click (using its label, or the asset name if none is set). |
| Add Current Level | Pins the level you're currently editing to the list. |
| Configure Levels… | Opens Editor Preferences at the LevelWarp page to add, reorder, label, or remove levels. |
Haven't pinned anything yet? The dropdown shows a friendly “No levels configured” placeholder so it's never empty or confusing.
Settings reference
Open via Configure Levels… in the dropdown, or Edit › Editor Preferences › Plugins › LevelWarp. Values are stored per-user, per-project in EditorPerProjectUserSettings.ini.
| Setting | Section | Default | Description |
|---|---|---|---|
| Levels | Levels | empty | The ordered list of pinned levels shown in the dropdown. |
| › Level | Levels › entry | — | The World asset to open. The picker is restricted to levels. |
| › Label (optional) | Levels › entry | optional | Menu text override. Falls back to the level's asset name. |
| Prompt To Save Before Opening | Behavior | On | Offer to save unsaved work before warping to a level. |
Tips & workflows
Build a hub loop
Pin your persistent level, a greybox test map, and a lighting scene to flip between them while iterating.
Label for clarity
Use labels like “Hub”, “Combat Test”, “Cinematic” so the menu reads at a glance instead of showing raw asset names.
Pin on the fly
Found a map you keep reopening? Hit Add Current Level once and it's a click away forever after.
FAQ
Will warping lose my unsaved changes?
What can I pin?
Can I reorder or rename entries?
Does LevelWarp affect my packaged game?
Where do my preferences live?
Saved/Config/.../EditorPerProjectUserSettings.ini — per user and per project.