| Standalone Pipe access | Pipe is available directly from the Shapes toolbar, quick-spawn toolbar, and Place Actors panel with its own radius, length, wall thickness, cap, and material controls. |
| Cone pyramid controls | Cone now exposes Pyramid Amount and Pyramid Sides, so a square or triangular pyramid is discoverable without knowing to manually lower Cone Sides. |
| Preview material | Viz uses the base M_ULDK_VizGhost material directly. There is no separate viz material instance to edit. |
| Material clearing | Clearing Material Slot 0/1 falls back to the ULDK default material instead of keeping a stale custom material. |
| Cylinder rings | Ring Count reveals one Material Slot 2 after slot 1; that slot drives all cap rings and disappears when Ring Count is 0. |
| Cylinder ring surface | Ring Surface chooses Top, Bottom, or Both instead of separate top/bottom booleans. |
| UV slot targeting | Use UV Material Slot lets UV controls affect one generated slot while each slot keeps its own stored UV settings. |
| Smooth normals | Smooth normal controls are intentionally absent. Generated normals are smooth where the shape requires smooth shading. |
| Collision | Default generated shapes use BlockAll and complex collision. Use normal actor/component Details if you need to override collision. |
| Shared setup | The 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 selection | Linear, Spiral, Helix, and Circular stairs expose each step top as an individual face-edit surface instead of one coarse staircase top plane. |
| Barrel tinting | Barrel 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 editing | Selected 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 instance | Copy previews all selected sources; Instance output uses linked child actor components so source actor properties can propagate. |
| Escape behavior | Escape cancels an active preview/tool. After placement, the placed actor is selected for immediate editing. |
| Preview visibility | The preview hides when the mouse is outside the viewport unless the preview has been frozen with Space. |
| Reset | The editor-mode Details panel has a compact reset icon button for resetting selected tool properties to defaults. |