
Quick Level Manager for Unreal Engine
A level switcher for the Unreal Engine toolbar. Keep the levels you actually work in on a dropdown next to the play controls and open any of them in one click.
Quick Level Manager is a small Unreal Engine 5.7 editor plugin that puts a level switcher in the Level Editor toolbar. You keep a list of the levels you actually work in, and open any of them in one click instead of going through the Content Browser.

I made it because on a project with a few hundred maps, opening a level is a search box and a scroll, every time, all day. The levels you actually open are usually the same five.
What it does
- Adds a dropdown to the toolbar, right of the play controls, listing the levels you chose.
- Opens a level in one click, with the same save prompt you get from File > Open Level, so backing out of it cancels the switch rather than losing work.
- Keeps the list in Project Settings, written to a config file you can commit, so a team shares one list instead of each person building their own.
- Disables itself during Play In Editor, because loading a map mid-session would tear the session down underneath you.

How it is built
- UE 5.7 C++ editor plugin. The module is editor only, so it is compiled out of packaged builds entirely and adds nothing to a shipped game.
- The button extends
LevelEditor.LevelEditorToolBar.User, the engine's own toolbar extension point, so it lands in the standard place rather than being a custom widget bolted onto the layout. - No custom Slate style set. It uses the editor's own toolbar style and the engine's own level icon, so it inherits spacing, hover states and theming for free, shows up in Customize Toolbar next to the built in buttons, and keeps looking right when Epic restyles the toolbar.
- The list is a
UDeveloperSettingsholding soft references to worlds, which is what gives the settings page its asset picker and thumbnail rows without any custom detail customisation. - Opening a level uses the same path as File > Open Recent: prompt to save, stop if the user cancels, then load.
The whole thing is about two hundred lines. Most of the work was in finding the right extension point and style name so it would look like it shipped with the editor.