ue5-level-design
Skill2 starsChanged 8 months agoMITView on GitHub
Unreal Engine 5 level design: world building, landscape, lighting, environment art, gameplay spaces, and level streaming. Use when tasks involve creating or modifying levels, placing actors, configuring lighting, building landscapes, setting up level streaming, or designing gameplay spaces. Covers both manual editor workflows and automated placement via Remote Control API, Python bridge, and MCP tools.
In this repository11 other files it gives its agents.
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The file
Show its rules and text
We split this skill into the rules it gives an agent
20 rules. About 0 are common, 17 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈17
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 51
Use Level Streaming Volumes for automatic loading
- Very specific: line 52
Use ULevelStreamingDynamic for code-driven streaming
- Distinctive: line 53
Keep persistent level minimal (only always-loaded actors)
- Distinctive: line 103
Create actors by type (cube, sphere, light, camera, custom Blueprint)
- Very specific: line 115
Scale: Default 100x100x256 (X/Y/Z).
- Distinctive: line 116
Material: Use landscape-specific material with layer blending
- Distinctive: line 134
Use Procedural Foliage Volume for large-area automatic placement
- Distinctive: line 135
Use Foliage Painting for manual detail placement
- Distinctive: line 136
Use Nanite for high-poly foliage (UE5.1+): enable Nanite on foliage static meshes
- Distinctive: line 137
Grass types: Use Landscape Grass Type for lightweight ground cover (rendered per-component)
- Distinctive: line 220
Draw calls: Keep under 2000 for 60fps.
- Distinctive: line 223
Occlusion: Use precomputed visibility volumes in indoor areas.
- Distinctive: line 225
Texture streaming: Use virtual textures for large landscapes.
- Very specific: line 226
Profiling: Use stat unit, stat gpu, stat scenerendering console commands.
- Distinctive: line 230
Collision: Use simple collision (boxes, spheres, capsules) over complex collision where possible
- Distinctive: line 231
NavMesh: Place a NavMeshBoundsVolume to enable AI pathfinding.
- Distinctive: line 232
Navigation modifiers: Use NavModifierVolume to mark areas (avoid, prefer, custom)
- Distinctive: line 233
RecastNavMesh: Default navmesh system. Configure cell size, agent parameters.
- Distinctive: line 256
Block out: Place BSP brushes or simple meshes to define spaces
- Distinctive: line 257
Gameplay test: Verify scale, sightlines, flow with placeholder actors
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
UE5 Level Design
World building, environment art, lighting, landscape, gameplay spaces, and level streaming in Unreal Engine 5.
Infrastructure
See the ue5-gamedev skill for full infrastructure details.
| Channel | Endpoint | Use for level design |
| Remote Control API | localhost:8080 | Actor placement, property tweaking, lighting adjustments |
| Python bridge | localhost:30010 | Batch operations, procedural placement, asset management |
| MCP (ChiR24/Unreal_mcp) | Local plugin | Actor creation, level management, lighting control |
Level structure
Level organization
/Game/Maps/
MainLevel.umap -- Persistent level
MainLevel_Gameplay.umap -- Gameplay actors (streaming)
MainLevel_Lighting.umap -- Lights and post-process (streaming)
MainLevel_Audio.umap -- Ambient audio (streaming)
MainLevel_Foliage.umap -- Foliage and vegetation (streaming)World Partition (UE5 preferred)
For open worlds, use World Partition instead of manual level streaming:
- Data Layers: Organize actors into logical layers (Gameplay, Environment, Audio)
- Runtime Grid: Controls streaming granularity (cell size, loading range)
- One File Per Actor (OFPA): Each actor is its own file -- enables parallel work
- HLODs: Hierarchical LODs for distant rendering
- Minimap: World Partition generates a grid-based minimap for the editor
Sub-levels (classic approach)
For linear or contained levels:
- Use Level Streaming Volumes for automatic loading
- Use
ULevelStreamingDynamicfor code-driven streaming - Keep persistent level minimal (only always-loaded actors)
Actor placement
Via Remote Control API
# Spawn an actor at a location
PUT http://localhost:8080/remote/object/call
{
"objectPath": "/Script/Engine.Default__GameplayStatics",
"functionName": "BeginDeferredActorSpawnFromClass",
"parameters": {
"WorldContextObject": "/Game/Maps/MainLevel.MainLevel",
"ActorClass": "/Game/Blueprints/BP_Torch.BP_Torch_C",
"SpawnTransform": {
"Translation": { "X": 1000, "Y": 500, "Z": 0 },
"Rotation": { "X": 0, "Y": 0, "Z": 45, "W": 1 },
"Scale3D": { "X": 1, "Y": 1, "Z": 1 }
}
}
}Via Python bridge
import unreal
editor = unreal.EditorLevelLibrary()
# Spawn from Blueprint class
bp_class = unreal.EditorAssetLibrary.load_blueprint_class("/Game/Blueprints/BP_Torch")
location = unreal.Vector(1000, 500, 0)
rotation = unreal.Rotator(0, 45, 0)
actor = editor.spawn_actor_from_class(bp_class, location, rotation)
# Batch place actors along a path
import math
for i in range(20):
angle = (i / 20) * 2 * math.pi
x = math.cos(angle) * 2000
y = math.sin(angle) * 2000
loc = unreal.Vector(x, y, 0)
editor.spawn_actor_from_class(bp_class, loc, unreal.Rotator(0, 0, 0))Via MCP (ChiR24/Unreal_mcp)
The MCP server provides higher-level actor management:
- Create actors by type (cube, sphere, light, camera, custom Blueprint)
- Set transforms (position, rotation, scale)
- Query and find actors by name or class
- Delete actors
- Manage actor hierarchies
Landscape
Landscape setup
- Component size: 63x63 or 127x127 quads (63 for smaller levels, 127 for large)
- Sections per component: 1x1 (small) or 2x2 (large worlds)
- Scale: Default 100x100x256 (X/Y/Z). For realistic terrain, Z scale of 51200 = ~500m height range
- Material: Use landscape-specific material with layer blending
Landscape layers
import unreal
# Create landscape material layers via Python
landscape = unreal.EditorLevelLibrary.get_all_level_actors_of_class(unreal.Landscape)[0]
# Sculpt operations use the Landscape Editor mode
# For automation, modify heightmap data directly:
# Export: Right-click landscape > Export to file (.r16 or .png)
# Import: Landscape > Import heightmapFoliage
- Use Procedural Foliage Volume for large-area automatic placement
- Use Foliage Painting for manual detail placement
- Use Nanite for high-poly foliage (UE5.1+): enable Nanite on foliage static meshes
- Grass types: Use Landscape Grass Type for lightweight ground cover (rendered per-component)
Lighting
Light types and when to use them
| Light | Use case | Cost |
| Directional Light | Sun/moon, outdoor scenes | Low (one per level) |
| Sky Light | Ambient fill, sky color | Low (one per level) |
| Point Light | Lamps, torches, small areas | Medium |
| Spot Light | Flashlights, focused beams | Medium |
| Rect Light | Windows, screens, area sources | High |
Lumen (UE5 default GI)
- Lumen Global Illumination: Real-time indirect lighting. No lightmap baking needed.
- Lumen Reflections: Real-time reflections replacing SSR + planar reflections.
- Hardware Ray Tracing: Enable for higher quality (requires RTX GPU).
- Software Ray Tracing: Fallback that works without RTX. Lower quality but no hardware requirement.
Lighting via Remote Control
# Adjust directional light intensity
PUT http://localhost:8080/remote/object/property
{
"objectPath": "/Game/Maps/MainLevel.MainLevel:PersistentLevel.DirectionalLight_0.LightComponent0",
"propertyName": "Intensity",
"propertyValue": { "Intensity": 8.0 }
}
# Change light color
PUT http://localhost:8080/remote/object/property
{
"objectPath": "/Game/Maps/MainLevel.MainLevel:PersistentLevel.PointLight_0.LightComponent0",
"propertyName": "LightColor",
"propertyValue": { "LightColor": { "R": 255, "G": 180, "B": 100, "A": 255 } }
}Lighting via Python
import unreal
editor = unreal.EditorLevelLibrary()
# Spawn a point light
light = editor.spawn_actor_from_class(
unreal.PointLight,
unreal.Vector(500, 0, 300),
unreal.Rotator(0, 0, 0)
)
light_comp = light.get_component_by_class(unreal.PointLightComponent)
light_comp.set_intensity(5000)
light_comp.set_light_color(unreal.LinearColor(1.0, 0.7, 0.4, 1.0))
light_comp.set_attenuation_radius(1000)Post-processing
Post Process Volume settings
Key properties to control via Remote Control or Python:
- Exposure: Min/Max EV100, metering mode, exposure compensation
- Bloom: Intensity, threshold, size
- Color grading: Temperature, tint, saturation, contrast, gamma, gain (per shadows/midtones/highlights)
- Ambient occlusion: Intensity, radius, bias
- Depth of field: Focal distance, aperture (f-stop), near/far transition
- Motion blur: Amount, max velocity
- Tone mapping: Film slope, toe, shoulder
Environment
- Sky Atmosphere: Realistic atmospheric scattering. One per level.
- Volumetric Clouds: GPU-driven cloud rendering. Configure coverage, density, shape.
- Exponential Height Fog: Distance fog with directional inscattering.
- Ultra Dynamic Sky (marketplace): Popular all-in-one sky/weather solution.
Performance guidelines
- Draw calls: Keep under 2000 for 60fps. Use instanced static meshes for repeated geometry.
- Nanite: Enable for complex static meshes. Automatic LOD with virtualized geometry.
- Virtual Shadow Maps: UE5 default. Handles large worlds well but costs VRAM.
- Occlusion: Use precomputed visibility volumes in indoor areas.
- LODs: Auto-generate via mesh editor for non-Nanite meshes.
- Texture streaming: Use virtual textures for large landscapes.
- Profiling: Use
stat unit,stat gpu,stat scenerenderingconsole commands. ProfileGPU (Ctrl+Shift+,) for per-pass timings.
Collision and navigation
- Collision: Use simple collision (boxes, spheres, capsules) over complex collision where possible
- NavMesh: Place a NavMeshBoundsVolume to enable AI pathfinding. Configure agent radius/height.
- Navigation modifiers: Use NavModifierVolume to mark areas (avoid, prefer, custom)
- RecastNavMesh: Default navmesh system. Configure cell size, agent parameters.
File and asset conventions
/Game/
Maps/ -- Level files
Blueprints/ -- Blueprint actors
Environment/
Meshes/ -- Static meshes
Materials/ -- Material instances
Textures/ -- Texture assets
Lighting/
LightProfiles/ -- IES profiles
HDRIs/ -- Sky/environment maps
FX/ -- Niagara particle systems
Audio/
Ambient/ -- Environmental audio
SFX/ -- Sound effectsWorkflow
- Block out: Place BSP brushes or simple meshes to define spaces
- Gameplay test: Verify scale, sightlines, flow with placeholder actors
- Art pass: Replace blockout with final meshes and materials
- Lighting pass: Set up lights, sky, post-processing
- Polish: Foliage, decals, particles, audio
- Optimize: Profile, add LODs, configure streaming, set culling distances
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