Tools & Plugins / Level Design Toolkit

Level Design Toolkit In review on Fab

One editor mode for the everyday work of building levels in Unreal Engine: move pivots, drop and snap pieces, align and arrange selections, turn repeated meshes into instances and check the level for common problems. Every operation is one undo step.

Seventy seconds: the panel, pivots, dropping and snapping, arranging, patterns and the level check. With sound.

The winter outpost in the video and the pictures is our showcase scene and is not included. The included demo map uses simple shapes.

What it does

Tested: the same source builds for UE 5.6, 5.7 and 5.8 with no warnings in the plugin's code, and 66 automated tests pass in each. Measured in the level editor (Intel Core i7-14700): 1,000 actors aligned in about 0.5 s, 1,000 actors converted to instances in about 0.6 s, 2,000 actors checked in under 0.01 s.

Pivot

27 presets on the bounds, per actor or one shared pivot for the selection. Pick the pivot on a surface or a vertex in the viewport. Bake to Mesh makes it the mesh origin, as a copy or in place.

Drop to Surface

Five rays per actor, so each one rests on the highest point below it, as a group or aligned to the slope.

Modular Snap, Vertex Snap

A piece dragged with the move gizmo snaps to its neighbour, using sockets named Snap or the faces, edges and corners of its bounds. Vertex Snap goes corner to corner: click a vertex, then its target.

Align

Min, centre or max on any axis, relative to the selection, the first, the last or the average. Match, mirror and seeded randomize.

Arrange

Distribute, line up, grid, circle or arc, sphere, or along a spline. Arrays and patterns with a live preview, as separate actors or one instance holder.

Instancing

Static Mesh Actors to ISM or HISM and back, with a draw-call estimate before you press. Merge and split holders.

Level Check

Finds stacked duplicates, missing collision, heavy meshes, missing LODs and lightmap UVs, bad scale, default materials and off-grid actors. Click an issue to select and frame its actors; Auto-Fix for the safe ones; CSV export.

Scripting

33 Blueprint and Python functions, and an event after each operation, for your own editor tools.

Quick start

  1. Enable the plugin

    Install it from Fab, enable Rookspire Level Design Toolkit in Edit > Plugins and restart the editor.

  2. Open the mode

    In the Modes menu of the level viewport, choose Rookspire Level Design. The panel docks beside the viewport.

  3. Select and press

    Select a few actors, pick an axis and press Min, Centre or Max. Ctrl+Z undoes it in one step.

What it does not do

  • Editor only: it does nothing at runtime or in a packaged game.
  • Windows 64-bit only: no Mac or Linux.
  • UE 5.5 and older are not supported.
  • To Instances converts plain Static Mesh Actors only: foliage, landscape grass, PCG output and Blueprints are left alone.
  • Modular Snap works with the move gizmo; rotating or scaling a piece never snaps it.
  • The interface and the manual are in English only.

Questions

Do my levels need the plugin afterwards?
No. Instance holders are ordinary actors with an engine ISM or HISM component, so your levels open and work without the plugin.
Does it change my assets?
Only when you ask. Bake to Mesh can work on a copy, so the original asset is never changed, and engine content is never written.
Can I undo an operation?
Yes. Every operation is one undo step, including a drag that snapped on the way.
How was AI used to make it?
Made with AI assistance and tested by Rookspire.