A collection of Unreal Engine 5 tools designed to accelerate level design workflows and automate repetitive tasks.
Engine Version: Unreal Engine 5.0+ Dependencies: Editor Scripting Utilities Plugin
Type: Editor Utility Widget (EUW) Purpose: Automates the naming convention process for large batches of assets.
Key Features:
- Batch Processing: Renames multiple selected assets simultaneously.
- Auto-Indexing: Automatically appends a numerical index (e.g.,
_01,_02) to prevent naming conflicts. - Context Aware: Works on any asset type selected in the Content Browser.
- Sanitization: Uses string manipulation to ensure clean, consistent naming conventions.
Usage:
- Right-click
EUW_Renamerand select Run Editor Utility Widget. - Select assets in the Content Browser.
- Type the desired base name (e.g.,
SM_Rock). - Click Rename.
Type: Actor Blueprint (Construction Script) Purpose: Procedural placement tool for rapid whiteboxing and level construction.
Key Features:
- Scale-Driven Generation: Automatically spawns wall segments based on the Actor's X-Scale.
- Performance Optimized: Uses Instanced Static Meshes (ISM) to render hundreds of wall segments with a single Draw Call.
- Real-Time Feedback: Updates instantly in the editor viewport via Construction Script logic.
- Modular Design: Supports swappable static meshes for different architectural styles.
Usage:
- Drag
BP_SmartWallinto the level. - Use the Scale Tool (R) to stretch the wall along the X-axis.
- The Blueprint automatically calculates the mesh bounds and instantiates the correct number of segments.
A procedural placement tool designed to accelerate level dressing by automatically generating hanging wires, ropes, and hoses.
- Real-Time Deformation: Meshes automatically stretch and curve to follow the spline path in the viewport.
- Tangent Support: Handles local tangent data to create smooth, organic curves or sharp bends.
- Looping Logic: Dynamically adds mesh segments between every spline point (
StarttoEnd), ensuring consistent density regardless of path length. - Local Space Correction: Fully supports actor transformation, allowing the cable system to be moved, rotated, or scaled without mesh detachment.
- Drag
BP_SplineCableinto the level. - Select a Spline Point (white square).
- Hold
Altand drag the widget to extend the cable. - Rotate spline points to adjust the "slack" or curve intensity.
- Clone this repository into your project's
Contentfolder (or merge manually). - Ensure the Editor Scripting Utilities plugin is enabled in your project:
- Edit > Plugins > Search "Editor Scripting Utilities" > Enable > Restart Editor.
- Spline Cable Generator: For placing hanging wires/ropes.
- Prefab Scatter Tool: For randomizing debris placement.
- Auto-Material Assign: Batch material processing.
Christopher Jepson
Technical Artist & Software Engineer
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