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