Overview

Current ULDK workflow and feature map

What it does

ULDK generated workflow reference

Ultimate Level Design Kit is an Unreal Editor greyboxing toolkit for placing procedural shapes, editing faces, assigning material slots, controlling UVs, measuring space, copying selected actors, and building spline/path layouts without leaving the editor.

The current workflow is viewport-first: select a tool, press Space to enter or freeze the placement preview, adjust values from the editor-mode Details panel, and click in the viewport to place. Recently used tool and tab state are restored when you re-enter the editor mode.

What changed since the previous documentation

AreaCurrent behavior
Cone pyramid controlsCone now exposes Pyramid Amount and Pyramid Sides, so a square or triangular pyramid is discoverable without knowing to manually lower Cone Sides.
Preview materialViz uses the base M_ULDK_VizGhost material directly. There is no separate viz material instance to edit.
Material clearingClearing Material Slot 0/1 falls back to the ULDK default material instead of keeping a stale custom material.
Cylinder ringsRing Count reveals one Material Slot 2 after slot 1; that slot drives all cap rings and disappears when Ring Count is 0.
Cylinder ring surfaceRing Surface chooses Top, Bottom, or Both instead of separate top/bottom booleans.
UV slot targetingUse UV Material Slot lets UV controls affect one generated slot while each slot keeps its own stored UV settings.
Smooth normalsSmooth normal controls are intentionally absent. Generated normals are smooth where the shape requires smooth shading.
CollisionDefault generated shapes use BlockAll and complex collision. Use normal actor/component Details if you need to override collision.
Shared setupThe top Setup section is shared by shapes and utilities: Snap toggles ULDK snapping, Snap Size controls the snap distance, and Pivot X/Y controls the normalized pivot.
Stair step face selectionLinear, Spiral, Helix, and Circular stairs expose each step top as an individual face-edit surface instead of one coarse staircase top plane.
Barrel tintingBarrel Wood Tint and Hoop Tint update existing material parameters directly during color-wheel edits instead of rebuilding mesh sections or reassigning section materials.
Barrel hoop editingSelected barrels expose individual hoop hit targets in editor mode. Dragging one hoop stores a per-hoop override while the other hoops keep the global settings.
Copy and instanceCopy previews all selected sources; Instance output uses linked child actor components so source actor properties can propagate.
Escape behaviorEscape cancels an active preview/tool. After placement, the placed actor is selected for immediate editing.
Preview visibilityThe preview hides when the mouse is outside the viewport unless the preview has been frozen with Space.
ResetThe editor-mode Details panel has a compact reset icon button for resetting selected tool properties to defaults.

Variant map

FamilyVisible subcategories
StairsLinear Open, Linear Closed, Linear Box, Spiral/Helix, Circular Platforms, optional side bars and balustrades.
Spline PathRoad, Actor Placement, Spline Mesh, and Fence modes with Linear, Circular, or Polygonal layouts.
Actor PlacementClick, Brush, Grid, and Physics Drop placement with weighted Actor Class or HISM entries.
Cylinder and Pipe pathsCylinder Path Points and Pipe Path Points cover editable multi-segment tube/path forms.

Main groups

GroupToolsPrimary use
ShapesBox, Wall, Floor, Wedge, Cylinder, Cone, Sphere, Column, Pipe, Arch, Stairs, L-Shape, Polygon, Door, Ladder, BarrelBlockout geometry, traversal, structural forms, interactable placeholders, props
Editor utilitiesEditor Mode, Copy Tool, Instance Group, Measure Tool, Text LabelFast placement, repetition, linked duplicates, notes, measurements
Placement and path utilitiesActor Placement, Spline PathRoads, fences, spline meshes, prop scatter, physics drop piles, point-based layouts
Ultimate Level Design Kit - Documentation | Athian Games