Undo & Redo
Every scene edit you make in the editor is undoable, and the history is shared across the panels that edit the same thing — so Ctrl+Z does what you expect no matter which panel you were working in.
The keys
| Key | Action |
|---|---|
Ctrl+Z | Undo the last edit |
Ctrl+Y (or Ctrl+Shift+Z) | Redo |
These are rebindable like every other shortcut (Ctrl+P → search "Undo", or Settings → Keybindings). Undo/redo is an editor-only feature — it does not ship in an exported game.
While you are typing in a text field, Ctrl+Z undoes the text edit, not a scene action — the scene undo only fires when a UI field doesn't have keyboard focus.
What can be undone
Undo is wired through the whole editor:
- Transforms — moving, rotating, scaling with the gizmo, in both 3D and 2D viewports (each drag is one step; arrow-key nudges too).
- The inspector — every field: numbers, vectors, colors, toggles, text, dropdowns, asset drops and the per-field reset button. Scrubbing a value is a single undo step per drag; a separate drag on the same field is its own step. Also adding/removing a component and toggling a component enabled/disabled (removing restores the component with its edited values, not a default).
- The hierarchy — rename, reparent, reorder, group, lock, hide, spawn and delete.
- Deleting anything — lights, cameras, imported models, 2D sprites/nodes, and groups (with all their children and components) restore faithfully, not just primitive shapes. A deleted entity comes back under its original parent, in place — undoing the delete of a child never drops it at the scene root.
- Spawning — shapes, presets, components, drawn meshes.
- Terrain — each sculpt or paint stroke is one undo step (this used to be a separate, hidden history; it is now part of the main one).
- Tilemaps — each paint/erase/fill stroke, and the Randomise scatter, is one step.
- The material editor — node moves, connections, deletes, adds, and pin edits (its own per-material history).
- The blueprint editor — node/connection/parameter edits (its own per-blueprint history).
- The particle editor — any change to the effect being edited.
- The animation timeline — keyframe drags, deletes, interpolation changes and recorded edits.
Anything on the main scene shows in the History panel, which lists the undo/redo stack and lets you jump to any point by clicking an entry.
History is per-document
The viewport, hierarchy, inspector and terrain tools all edit the same scene, so they share one undo history — undoing in any of them walks the same timeline.
Self-contained document editors (the material graph, the blueprint graph) keep their own history. Whichever editor you last clicked into is the one Ctrl+Z acts on: edit some material nodes, press Ctrl+Z, and it undoes in the material editor; click back into the viewport and Ctrl+Z undoes scene edits again.
Loading, creating or switching scenes clears the scene history (the old entities no longer exist), and switching projects clears everything.
See also
- Keyboard Shortcuts — the full key list and how to rebind.
- Making edits undoable — for plugin authors adding undo to a new panel.