Materials and UVs

Material slot rules, UV slot targeting, and preview material behavior

Material slots

ULDK material slot diagram
ControlCurrent behavior
Material Slot 0Main side/body material. Empty means use the ULDK default material.
Material Slot 1Cap/top/bottom material when the generated mesh has a cap section. Empty means use the ULDK default material.
Material Slot 2Conditional extra slot. Used by Cylinder cap rings or Barrel hoops only when those sections exist.
Greybox ColorTint for the default material when no custom material is assigned.
UV Projection ModeOrthogonal, Cylindrical, Polar, Planar XY/XZ/YZ, Spherical, Radial Auto, and related modes for generated UVs.
Use UV Material SlotOff applies visible UV controls globally. On applies them to the chosen UV Material Slot without erasing other slot settings.
ResetThe reset icon restores the selected actor/tool properties to default values and participates in undo/redo.
Undo/RedoPlacement and preview property operations are wrapped so standard editor undo/redo can step through them.

UV workflow

  1. Select the placed ULDK actor.
  2. Choose a UV Projection Mode suited to the shape: Orthogonal for boxes/walls/floors, Cylindrical for sides of cylinders and pipes, Polar or Radial Auto for caps, Spherical for spheres.
  3. Adjust UV Scale, UV Tiling, UV Offset, and UV Rotation Degrees.
  4. Enable Use UV Material Slot only when one material slot should receive different UV values.
  5. Set UV Material Slot to the generated slot you want to edit. Slot-specific values are stored separately and restored when switching slots.

Preview material

The placement viz uses /UltimateLevelDesignKit/Materials/M_ULDK_VizGhost directly. There is no material instance layer. If you want a different preview color or glow, edit that base material in the plugin content.

Ultimate Level Design Kit - Materials and UVs | Athian Games