Utilities

Editor tools, placement helpers, and gameplay planning actors

Editor Mode Placement

Editor Mode Placement ULDK diagram

The custom editor mode drives placement preview, toolbar controls, shortcut deltas, and last-tool workflow.

Exclusive parameters

  • The last used tool and tab are restored when entering the editor mode.
  • Space freezes or resumes the preview without needing to refocus the viewport.
  • Escape cancels the preview/tool; after placement, Escape deselects the tool and selects the placed actor.
  • Mouse wheel changes copy count in Copy Tool; Ctrl + mouse wheel changes the active W/E/R delta.
  • W cycles translation X/Y/Z, E cycles rotation X/Y/Z, and R cycles scale X/Y/Z; translation X is the default active delta.
  • Snap With Size is a viewport-toolbar toggle, not a repeated shape detail property.

Use it when: use it for fast viewport-first placement while still editing precise values in the Details panel.

Copy Tool

Copy Tool ULDK diagram

The Copy Tool previews every selected source actor and commits repeated offsets on click.

Exclusive parameters

  • Output Mode switches between normal actor copies and linked instance output.
  • Copy Count controls how many outputs are created per selected source actor.
  • Translation Offset, Rotation Offset, and Scale Delta are applied as N-times deltas per output.
  • Multiple selected actors preview and place together, anchored around the first selected source.
  • Rotation deltas rotate copied items around the first copy anchor.

Use it when: use it for repeated cover, modular wall runs, fence chunks, prop lines, and quick repeated layout variants.

Instance Group

Instance Group ULDK diagram

Instance output creates a linked group that can mirror source actor-level changes through child actor components.

Exclusive parameters

  • Copy Count, Translation Offset, Rotation Offset, and Scale Delta match the Copy Tool settings.
  • Source Actors stores every original actor used for the group.
  • Child Actor Components represent the committed linked copies.
  • Source property delegates keep children synchronized when source actors change.
  • A legacy HISM slot remains for older saved groups, but new linked output is actor-level.

Use it when: use it when repeated actors should stay bound to editable source actor properties instead of only sharing a mesh.

Measure Tool

Measure Tool ULDK diagram

The Measure Tool draws multi-point straight or curved measurements directly in the level.

Exclusive parameters

  • Points stores committed local-space measurement points.
  • Curved Segments and Segment Tangent Scales turn each segment into a Bezier curve.
  • Line Color, Draw Thickness, Text Size, and distance visibility control the display.
  • Measure Unit supports cm, m, mm, km, ft, and in.
  • Axis Breakdown and Axis Guides expose X/Y/Z travel alongside total distance.

Use it when: use it for corridor length checks, jump gaps, room scale, encounter spacing, and curved path estimates.

Snap Grid

Snap Grid ULDK diagram

The Snap Grid is a visual construction reference plane.

Exclusive parameters

  • Grid Extent controls total half-size.
  • Cell Size controls grid spacing.
  • Line Color, Major Line Color, and Line Thickness control visibility.
  • Major Line Interval draws stronger guide lines every N cells.
  • Rebuild Grid regenerates the procedural mesh.

Use it when: use it for modular alignment, prototype scale reference, and readable planning screenshots.

Text Label

Text Label ULDK diagram

Text Label renders multi-line 3D notes in the world with per-line styling.

Exclusive parameters

  • Lines contains independent text entries.
  • Each line has Text, Color, Size, Font, Material, Horizontal Alignment, and Visible.
  • Line Spacing controls vertical spacing between entries.
  • Refresh Text rebuilds text render components from the line array.

Use it when: use it for encounter notes, objective labels, route names, designer reminders, and prototype signage.

Trigger Volume

Trigger Volume ULDK diagram

Trigger Volume combines a visible prototype box with conditional overlap events.

Exclusive parameters

  • Box Extent controls the trigger half-size.
  • Trigger Tag identifies the volume.
  • Show In Game and Volume Color control the visual wireframe.
  • Trigger Enabled, Trigger Once, Require Player Pawn, Required Actor Class, and Required Actor Tag filter overlaps.
  • On Condition Passed, On Condition Exited, and On Condition Failed are Blueprint events.

Use it when: use it for doors, objectives, encounter gates, level transitions, and overlap logic while the level is still greybox.

Actor Placement

Actor Placement ULDK diagram

Actor Placement places actors or HISM meshes by click, brush, grid, spline fill, or physics drop.

Exclusive parameters

  • Placement Type includes Click, Brush, Grid, and Physics Drop; legacy Spline is hidden in favor of Spline Path.
  • Placement Source Type chooses weighted Actor Class entries or weighted HISM entries.
  • Brush Settings support Surface or Volume paint, radius, density, min distance, and stroke spacing.
  • Grid Settings expose rows, columns, spacing, and jitter.
  • Physics Drop spawns a temporary falling pile, simulates it in the editor, and can freeze it after settling.
  • Random Settings add rotation and scale variation.

Use it when: use it for prop scattering, repeated meshes, debris piles, cover placement, and quick level dressing prototypes.

Spline Path

Spline Path ULDK diagram

Spline Path is the dedicated path utility for roads, fences, spline meshes, and actor distribution.

Exclusive parameters

  • Spline Type switches between Road, Actor Placement, Spline Mesh, and Fence.
  • Spline Shape generates Linear, Circular, or Polygonal control layouts.
  • Road settings include Road Width, Road Thickness, Mesh Resolution, Road Material, and Vertical Offset.
  • Actor Placement distribution supports Fixed Spacing, Even Count, and Random spacing with alignment, yaw, scale, dimensions, and lateral offset.
  • Fence Type switches Solid Wall and Balustrade; rail meshes, baluster meshes, dimensions, offsets, spacing, and materials are configured separately.
  • Spline Mesh settings include source mesh, forward axis, start/end scale, roll, offsets, tangent scale, and smooth interpolation.
  • Visible white path-point spheres let you select and drag path points; a single point can reposition the generated cylinder/path shape.

Use it when: use it for roads, fences, pipes, prop lines, circular/polygon paths, spline-deformed meshes, and editable point-based layouts.

Ultimate Level Design Kit - Utilities | Athian Games