Utilities

Editor tools, placement helpers, and layout utilities

Editor Mode Placement

Editor Mode Placement ULDK generated reference
Editor utility
Placement previewFreeze/resumeShortcut deltasReset control

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

Parameter details

Parameter / areaCurrent behavior
The last used tool and tabThe last used tool and tab are restored when entering the editor mode.
Space freezes or resumes the preview without needing to refocus the viewportSpace 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 actorEscape cancels the preview/tool; after placement, Escape deselects the tool and selects the placed actor.
Mouse wheelMouse 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 XW 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.
The top Setup details sectionThe top Setup details section exposes Snap, Snap Size, Pivot X, and Pivot Y for both shapes and utilities.

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

Copy Tool

Copy Tool ULDK generated reference
Duplication
Normal copiesLinked instance outputMulti-source previewWheel count

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

Parameter details

Parameter / areaCurrent behavior
Output ModeOutput Mode switches between normal actor copies and linked instance output.
Copy CountCopy Count controls how many outputs are created per selected source actor.
Translation Offset, Rotation Offset, and Scale DeltaTranslation 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 sourceMultiple selected actors preview and place together, anchored around the first selected source.
Rotation deltas rotate copied items around the first copy anchorRotation 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 generated reference
Duplication
Actor-linked childrenSource syncCopy deltasLegacy HISM slot

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

Parameter details

Parameter / areaCurrent behavior
Copy Count, Translation Offset, Rotation Offset, and Scale Delta match the Copy Tool settingsCopy Count, Translation Offset, Rotation Offset, and Scale Delta match the Copy Tool settings.
Source ActorsSource Actors stores every original actor used for the group.
Child Actor Components represent the committed linked copiesChild Actor Components represent the committed linked copies.
Source property delegates keep children synchronized when source actors changeSource property delegates keep children synchronized when source actors change.
A legacy HISM slot remains for older saved groups, but new linked outputA 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 generated reference
Editor utility
Straight distanceCurved BezierUnit switchingAxis breakdown

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

Parameter details

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

Text Label

Text Label ULDK generated reference
Editor utility
Multi-line textPer-line styleAlignmentRefresh rebuild

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

Parameter details

Parameter / areaCurrent behavior
Lines contains independent text entriesLines contains independent text entries.
Each line has Text, Color, Size, Font, Material, Horizontal Alignment, and VisibleEach line has Text, Color, Size, Font, Material, Horizontal Alignment, and Visible.
Line SpacingLine Spacing controls vertical spacing between entries.
Refresh Text rebuilds text render components from the line arrayRefresh 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.

Actor Placement

Actor Placement ULDK generated reference
Placement and path layout
ClickBrushGridPhysics DropWeighted actors/HISM

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

Parameter details

Parameter / areaCurrent behavior
Placement Type includes Click, Brush, Grid, and Physics Drop; legacy SplinePlacement 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 entriesPlacement Source Type chooses weighted Actor Class entries or weighted HISM entries.
Brush Settings support Surface or Volume paint, radius, density, min distance, and stroke spacingBrush Settings support Surface or Volume paint, radius, density, min distance, and stroke spacing.
Grid Settings expose rows, columns, spacing, and jitterGrid Settings expose rows, columns, spacing, and jitter.
Physics Drop spawns a temporary falling pile, simulates it in the editor, and can freeze it after settlingPhysics Drop spawns a temporary falling pile, simulates it in the editor, and can freeze it after settling.
Random Settings add rotation and scale variationRandom 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 - Road

Spline Path - Road ULDK generated reference
Placement and path layout
RoadLinearCircularPolygonalWidth/thickness

Road mode generates a road ribbon along the editable spline path.

Parameter details

Parameter / areaCurrent behavior
Spline TypeSpline Type is Road.
Spline Shape generates Linear, Circular, or Polygonal control layoutsSpline Shape generates Linear, Circular, or Polygonal control layouts.
Road WidthRoad Width controls the generated road surface width.
Road Thickness gives the road mesh vertical depthRoad Thickness gives the road mesh vertical depth.
Mesh Resolution, Road Material, and Vertical Offset control tessellation, material, and height placementMesh Resolution, Road Material, and Vertical Offset control tessellation, material, and height placement.

Use it when: use it for greybox roads, paths, bridges, and wide route surfaces.

Spline Path - Actor Placement

Spline Path - Actor Placement ULDK generated reference
Placement and path layout
Actor PlacementFixed SpacingEven CountRandomLateral offset

Actor Placement mode distributes actors or meshes along spline points and curves.

Parameter details

Parameter / areaCurrent behavior
Spline TypeSpline Type is Actor Placement.
DistributionDistribution supports Fixed Spacing, Even Count, and Random spacing.
Alignment and yawAlignment and yaw controls orient placed actors along the spline.
Scale, dimensions, and lateral offset create variation while following the pathScale, dimensions, and lateral offset create variation while following the path.
Weighted entries choose which actor or mesh appears at each distribution pointWeighted entries choose which actor or mesh appears at each distribution point.

Use it when: use it for prop lines, cover placement, pickups, lamps, rocks, and spline-following scatter.

Spline Path - Spline Mesh

Spline Path - Spline Mesh ULDK generated reference
Placement and path layout
Spline MeshSource meshForward axisRoll/offsetTangent scale

Spline Mesh mode bends a source mesh along each spline segment.

Parameter details

Parameter / areaCurrent behavior
Spline TypeSpline Type is Spline Mesh.
Source Mesh chooses the mesh deformed along the splineSource Mesh chooses the mesh deformed along the spline.
Forward Axis sets the mesh direction used for deformationForward Axis sets the mesh direction used for deformation.
Start Scale, End Scale, Roll, and Offset adjust segment shapingStart Scale, End Scale, Roll, and Offset adjust segment shaping.
Tangent Scale and Smooth Interpolation control curve behaviorTangent Scale and Smooth Interpolation control curve behavior.

Use it when: use it for pipes, cables, rails, curbs, hoses, and mesh-deformed route elements.

Spline Path - Fence

Spline Path - Fence ULDK generated reference
Placement and path layout
FenceSolid WallBalustradeRail meshBaluster mesh

Fence mode builds repeated fence or balustrade geometry along the spline path.

Parameter details

Parameter / areaCurrent behavior
Spline TypeSpline Type is Fence.
Fence TypeFence Type switches Solid Wall and Balustrade.
Rail meshes and baluster meshes define the repeated partsRail meshes and baluster meshes define the repeated parts.
Dimensions, offsets, and spacing control the generated fence rhythmDimensions, offsets, and spacing control the generated fence rhythm.
Separate materials can be assigned to fence rails, balusters, and wall surfacesSeparate materials can be assigned to fence rails, balusters, and wall surfaces.

Use it when: use it for fences, railings, barriers, balcony edges, and modular path borders.

Ultimate Level Design Kit - Utilities | Athian Games