Shovel skills · 5 in this category

A world that builds itself.

From greybox to grasslands: spatial queries, procedural geometry, terrain sculpting and foliage — 310+ actions that let your AI build and populate whole levels on its own.

Meshes & Level Design

The biggest toolbox in the plugin.

259 actions

Full actor CRUD and scene manipulation, physics-based spatial queries (raycasts, sweeps, overlaps) that work in-editor without needing PIE, level blockout with atomic replacement, GeometryScript operations, procedural furniture, structures, mazes and terrain, town generation, prop scatter, decals, lighting and acoustics analysis, accessibility grading and performance budgeting — 22 capability tiers, one namespace, no exaggeration.

Spatial queries Blockout → production GeometryScript Procedural geometry Town generation Prop scatter Nanite toggle

Landscapes

Terrain, sculpted by prompt.

34 actions

Describe the terrain you want — "eroded desert mesas with a dry riverbed" — and it generates the heightmap and writes it straight onto the edit layer. From there: import and export heightmaps, sculpt with soft-brush smooth / flatten / erode, paint weight layers, and drive splines, grass types and Nanite displacement. Landmass patches stamp terrain non-destructively, so you can drag the stamp afterwards and the ground follows, and runtime virtual texture blending lets grass grow over the rock you just dropped in. Long imports run as async jobs your AI polls while it gets on with other work.

Heightmap from a prompt Sculpt & erode Weight layers Landmass patches RVT blending Splines & grass Nanite displacement

Mesh Terrain (UE 5.8)

Caves and overhangs, not just hills.

13 actions

UE 5.8's Mesh Partition terrain is real 3D geometry rather than a heightfield, so caves, overhangs and arches are finally on the table. Your AI spawns a terrain, imports a heightmap or converts an existing static mesh into one, then sculpts it non-destructively through a modifier stack — remesh, tessellate, noise, boolean carves, mesh projection, texture patches, splines — reordering or retuning any layer without losing the ones under it. Experimental, and UE 5.8 only: the classic landscape isn't going anywhere.

UE 5.8 Mesh Partition True 3D terrain Caves & overhangs Modifier stack Boolean carving Mesh → terrain

Foliage

A forest in one sentence.

10 actions

Creates foliage types from any static mesh and scatters instanced foliage by radius, rectangle or landscape weight layer — Poisson-disk spaced, floor-traced, slope-gated. Dry-run first and you see the instance count before a single tree lands; the same seed then reproduces it exactly. Tunes density, culling, alignment and slope limits, clears overgrowth by radius, and knows which tool the job wants: material-driven landscape grass for cheap wall-to-wall clutter, real instanced foliage for trees that need collision at distance.

Instanced foliage Layer-weighted scatter Dry-run preview Density & culling Slope limits Grass vs foliage

Character Placement

No more floating corpses.

Places and poses characters so they actually rest on furniture and terrain instead of hovering above it — measuring bone-to-surface contact, fixing floating, sinking and clipping bodies, carving navmesh so AI pawns route around them, and double-checking every placement with PIE screenshots and cold-load tests.

Bone-to-surface measuring Clipping fixes Navmesh carving PIE verification

Put World Building in your AI's hands.