Shapes

Every shape, its exclusive parameters, and when to use it

Box

Box ULDK diagram

The Box is the general blockout solid and the only shape that owns the hollow-room workflow.

Exclusive parameters

  • Is Hollow creates a room/container form instead of a solid block.
  • Hollow Thickness controls wall thickness around the interior.
  • Inner Floor Height raises only the hollow interior floor so shallow boxes keep visible inner side walls.
  • Subdivisions is an X/Y/Z vector used for editable cell sizing and face workflow granularity.
  • The face API exposes the six outer faces plus the hollow inner floor when hollow is enabled.

Use it when: use it for rooms, covers, platforms, blockout masses, hollow pits, and quick face-drag prototyping.

Wall

Wall ULDK diagram

The Wall is a purpose-built partition actor with length, height, thickness, and opening arrays.

Exclusive parameters

  • Wall Length, Wall Height, and Wall Thickness replace the generic dimensions workflow.
  • Door Openings create zero-sill cutouts using Center X, Width, Height, and Bottom Height.
  • Window Openings use the same struct but keep a sill height.
  • Has Window Cutout offers a fast centered window without adding array elements.
  • Snap points sit on the wall ends so wall segments connect end-to-end.

Use it when: use it for room walls, hallway blockers, cover partitions, window prototypes, and doorway planning.

Floor / Platform

Floor / Platform ULDK diagram

The Floor actor is a horizontal slab optimized for playable surfaces, holes, borders, and editable top cells.

Exclusive parameters

  • Floor Length, Floor Width, and Floor Thickness define the slab directly.
  • Has Border adds a raised perimeter lip with Border Height and Border Thickness.
  • Floor Gaps cut rectangular holes through the slab.
  • Subdivisions X/Y expose individual top cells for per-cell height offsets.
  • Sub Quad Height Offsets can raise cells or cut a cell through when pushed below the slab thickness.

Use it when: use it for floors, balconies, roof decks, platforms, modular tiles, and gameplay holes.

Wedge / Ramp

Wedge / Ramp ULDK diagram

The Wedge is a triangular-prism ramp with optional slope direction changes.

Exclusive parameters

  • Flip Slope reverses the high and low ends of the ramp.
  • Double Slope raises both front and back edges into a peaked roof form.
  • The editable face set is bottom, back, two sides, and slope.
  • Dragging the slope changes rise while preserving the ramp footprint.

Use it when: use it for ramps, roof silhouettes, sloped cover, terrain placeholders, and simple directional movement tests.

Cylinder

Cylinder ULDK diagram

The Cylinder builds solid or annular round forms and owns cap decoration rings.

Exclusive parameters

  • Radius, Top Radius, and Height define cylinder, tapered cylinder, and cone-like bodies.
  • Sides, Height Segments, and Cap Radial Segments control tessellation and cap UV stability.
  • Enable Inner Gap cuts a center hole using Inner Gap Radius.
  • Ring Count, Ring Width, Ring Height, Ring Inner Radius, Ring Outer Radius, and Ring Surface add raised or recessed cap rings.
  • Material Slot 2 appears only while Ring Count is greater than zero and drives all decorative rings.
  • Path Points can turn the cylinder into a multi-segment tube path with editable point handles.

Use it when: use it for pillars, drums, round platforms, circular vents, ringed pads, and simple path tubes.

Cone

Cone ULDK diagram

The Cone inherits the radial cylinder base but exposes cone-focused size and orientation controls.

Exclusive parameters

  • Cone Radius, Cone Height, Cone Sides, Cone Height Segments, and Cone Cap Radial Segments are the visible cone controls.
  • Flip Vertically points the tip in the opposite direction along the active axis without turning the mesh inside-out.
  • Flip Horizontally lays the cone along the local X axis instead of local Z.
  • The tip is selectable in face editing so dragging it changes size along the tip direction.

Use it when: use it for markers, spikes, arrows, roof cones, hazards, and directional prototypes.

Sphere

Sphere ULDK diagram

The Sphere is a smooth round primitive that can become a dome/hemisphere.

Exclusive parameters

  • Radius controls the whole shape.
  • Rings and Segments control latitude and longitude tessellation.
  • Is Hemisphere builds only the top dome and adds a flat bottom face.
  • Normals are generated smooth automatically; there is no Smooth Normals parameter.

Use it when: use it for domes, collision markers, round props, arena volumes, and soft placeholder masses.

Column / Pillar

Column / Pillar ULDK diagram

The Column combines a shaft with optional base and capital so structural pillars do not need stacked actors.

Exclusive parameters

  • Shaft Radius, Column Height, and Sides define the central post.
  • Has Base reveals Base Radius and Base Height.
  • Has Capital reveals Capital Radius and Capital Height.
  • The face API exposes top, bottom, and side/radius edits.

Use it when: use it for structural supports, decorative pillars, cover posts, ruins, and modular architecture blocking.

Pipe / Tube

Pipe / Tube ULDK diagram

The Pipe is a dedicated hollow tube actor. It overlaps with Cylinder inner-gap use, but keeps pipe-specific wall and cap controls.

Exclusive parameters

  • Outer Radius and Pipe Thickness define the outer wall and inner radius directly.
  • Pipe Length and Horizontal choose vertical or horizontal orientation.
  • Capped Ends seals the tube when a closed pipe is needed.
  • Use Separate Cap Material enables a cap material slot independent from side walls.
  • Face Material Overrides and Assign/Clear Material Override functions support face-level material assignment.
  • Path Points can build a multi-segment tube.

Use it when: use it when pipe wall thickness, capped ends, or pipe-specific face materials matter more than cylinder cap rings.

Arch

Arch ULDK diagram

The Arch creates an archway or tunnel segment from radius, wall thickness, depth, and leg height.

Exclusive parameters

  • Inner Radius and Wall Thickness define the opening and surrounding shell.
  • Arc Angle supports partial arcs through full circular arcs.
  • Segments controls curve smoothness.
  • Leg Height adds vertical supports below the curved part.
  • Editable faces include front, back, top, and inner floor.

Use it when: use it for door arches, tunnels, sewer mouths, bridges, vaulted openings, and curved cover.

Stairs

Stairs ULDK diagram

Stairs are procedural-only and cover straight runs, spiral stairs, and circular platforms.

Exclusive parameters

  • Stair Shape switches between Linear, Spiral, and Circular Platforms.
  • Linear Type chooses Open, Closed, or Box underside treatment.
  • Spiral Inner/Outer Radius, Step Angle, Counter-Clockwise, Radial Segments, and Column Radius shape spiral and helix stairs.
  • Circular Platform Radius, Radius Reduction Per Step, and Platform Sides build stacked round platforms.
  • Side Bar and Balustrade controls add stringers, posts, custom baluster meshes, and optional handrails.
  • Stairs snap at the bottom-front and top-back so flights can stack vertically.

Use it when: use it for traversal tests, vertical metrics, arena tiers, spiral towers, and blocked-out railings.

L-Shape

L-Shape ULDK diagram

The L-Shape creates two perpendicular wings as one procedural actor.

Exclusive parameters

  • Wing A Length controls the local +X wing.
  • Wing B Length controls the local +Y wing.
  • Wall Width is the shared corridor/arm width.
  • L Height controls the vertical extrusion of both wings.

Use it when: use it for corner rooms, L corridors, wrapped cover blocks, and footprints that should resize as one piece.

Polygon

Polygon ULDK diagram

The Polygon builds an N-sided filled or hollow planar/prism shape.

Exclusive parameters

  • Radius controls the circumradius.
  • Thickness extrudes the polygon; zero leaves it flat.
  • Sides changes the footprint from triangle to high-sided round-like forms.
  • Cap Filled toggles between a filled polygon and border-only ring.
  • Border Thickness controls the ring width when Cap Filled is off.

Use it when: use it for custom pads, trims, hex platforms, floor symbols, border rings, and stylized footprint blocks.

Door

Door ULDK diagram

The Door is a runtime-capable hinged panel, not just a static blockout mesh.

Exclusive parameters

  • Door Width, Height, and Thickness scale the panel.
  • Pivot X and Pivot Y place the hinge anywhere across the door footprint.
  • Open Angle, Swing Direction, Play Rate, and Start Open control animation behavior.
  • Door Mesh accepts a custom static mesh/material setup.
  • Set Door Open and Toggle Door are callable at runtime.

Use it when: use it for interactive door planning, hinge clearance checks, and Blueprint-ready placeholder doors.

Ladder

Ladder ULDK diagram

The Ladder is separate from Stairs and builds rails plus rungs with climb support hooks.

Exclusive parameters

  • Ladder Height and Ladder Width define the climbable frame.
  • Rail Thickness and Rung Thickness control the geometry thickness.
  • Rung Count and End Rung Inset distribute rungs between the rail ends.
  • Top and bottom snap points make stacked ladder layouts easy.
  • The runtime tick can track a climbing character in the ladder zone.

Use it when: use it for vertical traversal prototypes where a stair shape would be the wrong gameplay read.

Barrel

Barrel ULDK diagram

The Barrel actor generates a bulged prop-like form with separate body, cap, and hoop sections.

Exclusive parameters

  • End Radius, Bulge Depth, Height, Sides, and Height Segments define the barrel body.
  • Stave Count and Stave Groove Depth create vertical wooden grooves.
  • Hoop Count, Hoop Width, Hoop Depth, and Hoop Inset create metal bands.
  • Material Slot 2 - Hoops controls the hoop section.
  • Wood Tint and Hoop Tint update default dynamic materials without rebuilding the mesh during color-wheel edits.

Use it when: use it for quick prop blocking, destructible-cover placeholders, storage rooms, docks, and medieval/fantasy set dressing.

Ultimate Level Design Kit - Shapes | Athian Games