Shapes

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

Box

Box ULDK generated reference
Structural blockout
Solid blockHollow roomInner floorEditable cells

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

Parameter details

Parameter / areaCurrent behavior
Is HollowIs Hollow creates a room/container form instead of a solid block.
Hollow ThicknessHollow Thickness controls wall thickness around the interior.
Inner Floor Height raises only the hollow interior floor so shallow boxes keep visible inner side wallsInner Floor Height raises only the hollow interior floor so shallow boxes keep visible inner side walls.
SubdivisionsSubdivisions is an X/Y/Z vector used for editable cell sizing and face workflow granularity.
The face APIThe 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 generated reference
Structural blockout
Straight wallDoor openingsWindow openingsEnd snapping

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

Parameter details

Parameter / areaCurrent behavior
Wall Length, Wall Height, and Wall Thickness replace the generic dimensions workflowWall Length, Wall Height, and Wall Thickness replace the generic dimensions workflow.
Door Openings create zero-sill cutouts using Center X, Width, Height, and Bottom HeightDoor Openings create zero-sill cutouts using Center X, Width, Height, and Bottom Height.
Window Openings use the same struct but keep a sill heightWindow Openings use the same struct but keep a sill height.
Has Window Cutout offers a fast centered window without adding array elementsHas Window Cutout offers a fast centered window without adding array elements.
Snap points sit on the wall ends so wall segments connect end-to-endSnap 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 generated reference
Structural blockout
Playable slabBorder lipFloor gapsCell height offsets

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

Parameter details

Parameter / areaCurrent behavior
Floor Length, Floor Width, and Floor Thickness define the slab directlyFloor Length, Floor Width, and Floor Thickness define the slab directly.
Has BorderHas Border adds a raised perimeter lip with Border Height and Border Thickness.
Floor Gaps cut rectangular holes through the slabFloor Gaps cut rectangular holes through the slab.
Subdivisions X/Y expose individual top cells for per-cell height offsetsSubdivisions 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 thicknessSub 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 generated reference
Structural blockout
Single rampFlipped rampDouble-slope roofSlope face edit

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

Parameter details

Parameter / areaCurrent behavior
Flip Slope reverses the high and low ends of the rampFlip Slope reverses the high and low ends of the ramp.
Double Slope raises both front and back edges into a peaked roof formDouble Slope raises both front and back edges into a peaked roof form.
The editable face setThe editable face set is bottom, back, two sides, and slope.
Dragging the slopeDragging 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 generated reference
Radial and curved forms
Solid cylinderTapered bodyInner gapCap ringsTube path

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

Parameter details

Parameter / areaCurrent behavior
Radius, Top Radius, and Height define cylinder, tapered cylinder, and cone-like bodiesRadius, Top Radius, and Height define cylinder, tapered cylinder, and cone-like bodies.
Sides, Height Segments, and Cap Radial Segments control tessellation and cap UV stabilitySides, Height Segments, and Cap Radial Segments control tessellation and cap UV stability.
Enable Inner Gap cuts a center hole using Inner Gap RadiusEnable 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 ringsRing 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 CountMaterial 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 handlesPath 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 generated reference
Radial and curved forms
ConePyramid blendFlipped verticalHorizontal coneEditable tip

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

Parameter details

Parameter / areaCurrent behavior
Cone Radius, Cone Height, Cone Sides, Cone Height Segments, and Cone Cap Radial SegmentsCone Radius, Cone Height, Cone Sides, Cone Height Segments, and Cone Cap Radial Segments are the visible cone controls.
Pyramid Amount blends the cone toward a low-sided pyramid profilePyramid Amount blends the cone toward a low-sided pyramid profile.
Pyramid Sides sets the target side count for pyramid forms; 4Pyramid Sides sets the target side count for pyramid forms; 4 creates a square pyramid.
Flip Vertically points the tip in the opposite direction along the active axis without turning the mesh inside-outFlip 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 ZFlip Horizontally lays the cone along the local X axis instead of local Z.
The tipThe 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 generated reference
Radial and curved forms
Full sphereHemisphereSmooth normalsRing/segment density

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

Parameter details

Parameter / areaCurrent behavior
RadiusRadius controls the whole shape.
Rings and Segments control latitude and longitude tessellationRings and Segments control latitude and longitude tessellation.
Is HemisphereIs Hemisphere builds only the top dome and adds a flat bottom face.
NormalsNormals 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 generated reference
Radial and curved forms
Shaft onlyBaseCapitalRadius face edits

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

Parameter details

Parameter / areaCurrent behavior
Shaft Radius, Column Height, and Sides define the central postShaft Radius, Column Height, and Sides define the central post.
Has Base reveals Base Radius and Base HeightHas Base reveals Base Radius and Base Height.
Has Capital reveals Capital Radius and Capital HeightHas Capital reveals Capital Radius and Capital Height.
The face APIThe 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 generated reference
Radial and curved forms
Vertical tubeHorizontal tubeCapped endsOpen pipeMulti-segment path

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

Parameter details

Parameter / areaCurrent behavior
Outer Radius and Pipe Thickness define the outer wall and inner radius directlyOuter Radius and Pipe Thickness define the outer wall and inner radius directly.
Pipe Length and Horizontal choose vertical or horizontal orientationPipe Length and Horizontal choose vertical or horizontal orientation.
Capped Ends seals the tube when a closed pipeCapped Ends seals the tube when a closed pipe is needed.
Use Separate Cap Material enables a cap material slot independent from side wallsUse 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 assignmentFace Material Overrides and Assign/Clear Material Override functions support face-level material assignment.
Path Points can build a multi-segment tubePath 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 generated reference
Radial and curved forms
ArchwayTunnel segmentPartial arcFull circular arcLeg height

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

Parameter details

Parameter / areaCurrent behavior
Inner Radius and Wall Thickness define the opening and surrounding shellInner Radius and Wall Thickness define the opening and surrounding shell.
Arc AngleArc Angle supports partial arcs through full circular arcs.
SegmentsSegments controls curve smoothness.
Leg HeightLeg Height adds vertical supports below the curved part.
Material Slot 0Material Slot 0 controls the curved/top arch body; Material Slot 1 controls legs when legs exist.
Editable faces include front, back, top, and inner floorEditable 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 - Linear Open

Stairs - Linear Open ULDK generated reference
Traversal and props
LinearOpen undersideSeparate treadsOptional balustrade

Linear Open stairs keep the underside open so the run reads as separate treads.

Parameter details

Parameter / areaCurrent behavior
Stair ShapeStair Shape is Linear.
Linear TypeLinear Type is Open.
Step Count, Step Width, Step Depth, and Step Height define the straight runStep Count, Step Width, Step Depth, and Step Height define the straight run.
Each treadEach tread is selectable in face editing, so dragging that step top adjusts stair height from the selected surface.
Side Bar and BalustradeSide Bar and Balustrade controls can add rails, balusters, and optional handrails.
Bottom-front and top-back snap points support stacked stair placementBottom-front and top-back snap points support stacked stair placement.

Use it when: use it when you need readable traversal metrics without a filled underside.

Stairs - Linear Closed

Stairs - Linear Closed ULDK generated reference
Traversal and props
LinearClosed undersideSolid supportOptional balustrade

Linear Closed stairs fill the underside with a sloped support surface.

Parameter details

Parameter / areaCurrent behavior
Stair ShapeStair Shape is Linear.
Linear TypeLinear Type is Closed.
The underside becomes a continuous sloped wedge below the tread runThe underside becomes a continuous sloped wedge below the tread run.
Step Count, Step Width, Step Depth, and Step Height still control the visible stepsStep Count, Step Width, Step Depth, and Step Height still control the visible steps.
Each treadEach tread is selectable in face editing, so dragging that step top adjusts stair height from the selected surface.
Side Bar and BalustradeSide Bar and Balustrade controls remain available.

Use it when: use it for blockout stairs that need a solid underside or ramp-like mass.

Stairs - Linear Box

Stairs - Linear Box ULDK generated reference
Traversal and props
LinearBox undersideBlocked volumeTraversal mass

Linear Box stairs generate a boxed mass under the stair flight.

Parameter details

Parameter / areaCurrent behavior
Stair ShapeStair Shape is Linear.
Linear TypeLinear Type is Box.
The generated underside fills as a rectangular stair volumeThe generated underside fills as a rectangular stair volume.
Step Count, Step Width, Step Depth, and Step Height define the top tread patternStep Count, Step Width, Step Depth, and Step Height define the top tread pattern.
Each treadEach tread is selectable in face editing, so dragging that step top adjusts stair height from the selected surface.
Box undersideBox underside is useful when the volume should block sightlines or collision underneath.

Use it when: use it for chunky blockout stair volumes, cover, and closed architectural masses.

Stairs - Spiral

Stairs - Spiral ULDK generated reference
Traversal and props
SpiralInner/outer radiusStep angleCenter column

Spiral stairs wrap steps around a center using inner/outer radius and angular controls.

Parameter details

Parameter / areaCurrent behavior
Stair ShapeStair Shape is Spiral.
Spiral Inner Radius and Spiral Outer Radius define the tread ringSpiral Inner Radius and Spiral Outer Radius define the tread ring.
Step AngleStep Angle controls angular spacing per step.
Counter-Clockwise flips winding directionCounter-Clockwise flips winding direction.
Each step topEach step top is selectable in face editing, so dragging that surface adjusts stair height.
Radial Segments and Column Radius shape the center support and curvatureRadial Segments and Column Radius shape the center support and curvature.

Use it when: use it for tower traversal, compact vertical routes, and circular room metrics.

Stairs - Circular Platforms

Stairs - Circular Platforms ULDK generated reference
Traversal and props
Circular platformsStacked tiersRadius reductionPlatform sides

Circular Platform stairs build stacked round tiers instead of a linear flight.

Parameter details

Parameter / areaCurrent behavior
Stair ShapeStair Shape is Circular Platforms.
Circular Platform RadiusCircular Platform Radius controls the largest platform.
Radius Reduction Per Step tapers each higher tier inwardRadius Reduction Per Step tapers each higher tier inward.
Platform SidesPlatform Sides controls the roundness or faceted style.
Each platform topEach platform top is selectable in face editing, so dragging that surface adjusts stair height.
Step Count and Step Height define vertical tier spacingStep Count and Step Height define vertical tier spacing.

Use it when: use it for arena tiers, podiums, circular staging, and radial traversal tests.

L-Shape

L-Shape ULDK generated reference
Structural blockout
Wing AWing BShared widthSingle actor footprint

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

Parameter details

Parameter / areaCurrent behavior
Wing A LengthWing A Length controls the local +X wing.
Wing B LengthWing B Length controls the local +Y wing.
Wall WidthWall Width is the shared corridor/arm width.
L HeightL 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 generated reference
Radial and curved forms
Filled capBorder ringTriangle to high-sidedExtruded prism

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

Parameter details

Parameter / areaCurrent behavior
RadiusRadius controls the circumradius.
Thickness extrudes the polygon; zero leaves it flatThickness extrudes the polygon; zero leaves it flat.
SidesSides changes the footprint from triangle to high-sided round-like forms.
Cap FilledCap Filled toggles between a filled polygon and border-only ring.
Border ThicknessBorder 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 generated reference
Traversal and props
Hinged panelCustom pivotSwing directionRuntime toggle

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

Parameter details

Parameter / areaCurrent behavior
Door Width, Height, and Thickness scale the panelDoor Width, Height, and Thickness scale the panel.
The shared Setup Pivot X and Pivot Y values place the hinge anywhere across the door footprintThe shared Setup Pivot X and Pivot Y values place the hinge anywhere across the door footprint.
Open Angle, Swing Direction, Play Rate, and Start Open control animation behaviorOpen Angle, Swing Direction, Play Rate, and Start Open control animation behavior.
Door MeshDoor Mesh accepts a custom static mesh/material setup.
Set Door Open and Toggle DoorSet 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 generated reference
Traversal and props
RailsRungsClimb zoneStack snapping

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

Parameter details

Parameter / areaCurrent behavior
Ladder Height and Ladder Width define the climbable frameLadder Height and Ladder Width define the climbable frame.
Rail Thickness and Rung Thickness control the geometry thicknessRail Thickness and Rung Thickness control the geometry thickness.
Rung Count and End Rung Inset distribute rungs between the rail endsRung Count and End Rung Inset distribute rungs between the rail ends.
Top and bottom snap points make stacked ladder layouts easyTop and bottom snap points make stacked ladder layouts easy.
The runtime tick can track a climbing character in the ladder zoneThe 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 generated reference
Traversal and props
Bulged bodyStave groovesMetal hoopsPer-hoop editsBody/hoop tint

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

Parameter details

Parameter / areaCurrent behavior
End Radius, Bulge Depth, Height, Sides, and Height Segments define the barrel bodyEnd Radius, Bulge Depth, Height, Sides, and Height Segments define the barrel body.
Stave Count and Stave Groove Depth create vertical wooden groovesStave Count and Stave Groove Depth create vertical wooden grooves.
Hoop Count, Hoop Width, Hoop Depth, and Hoop Inset create metal bandsHoop Count, Hoop Width, Hoop Depth, and Hoop Inset create metal bands.
When a barrelWhen a barrel is selected in ULDK editor mode, each hoop can be selected and dragged independently to override the global hoop width/depth placement.
Material Slot 2 - HoopsMaterial Slot 2 - Hoops controls the hoop section.
Wood Tint and Hoop Tint update default dynamic materials without rebuilding the mesh during color-wheel editsWood 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