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Features — Wall Plugin

Features

An overview of what the CodPassionWall plugin provides.


Runtime wall placement

Walls can be spawned, positioned, and finalized entirely at runtime from Blueprint or C++. This makes it possible to build a Sims-style or RTS-style construction system where the player places walls during gameplay.

See Wall Placement for the Blueprint workflow.


Editor build mode

A dedicated editor panel integrates with the Unreal Editor viewport. You can place walls interactively by clicking in the viewport, without touching Blueprints.

The panel includes controls for:

  • Wall height and width
  • Grid snapping
  • One-click Clear, Save, and Load

See Build Mode for all panel controls.


Automatic corner joining

When two walls are connected (by setting neighbor references), their shared vertices are adjusted automatically so the geometry meets cleanly at any angle. This works for two walls, three walls, or more meeting at a single point.

See Quick Start – Connect two walls and Grid and Snapping.


Doors, windows, and custom openings

Openings in walls are called reveals. The plugin ships with example Window_BP and Door_BP actors. You can also create your own custom reveal shape by:

  • Creating a Blueprint child of ARevealBase
  • Drawing a hole-mask texture (white pixels = hole, 1 px = 1 cm²)

Reveals register with a wall, cut the hole, and stay aligned as you move them. Multiple reveals can be registered on the same wall.

See Doors and Windows.


Wall painting

Wall surfaces support runtime painting in two modes:

  • Color mode — fills a region of the wall with a solid color
  • Texture mode — tiles a UTexture2D across a wall region

Painting is available both at runtime from Blueprint/C++ and from the editor panel’s Paint Wall mode. Paint data is stored per wall and can be saved and loaded.

See Materials and Wall Paint.


Grid snapping

During placement, walls can snap to a configurable grid. The grid size is set in the editor panel. The snap-to-wall feature also snaps the cursor to the nearest wall’s bottom center when the cursor hovers over an existing wall.

See Grid and Snapping.


Save and load

The UWallGameSubsystem (a World Subsystem, automatically available) provides:

  • SaveWalls — saves wall positions, dimensions, paint, and reveals
  • LoadWalls — restores everything from the saved slot

The editor panel exposes Save Walls and Load Walls buttons. Save/load is also fully available from Blueprint.


Reveals do not directly cut physics or AI navigation collision. Built-in guidance (and described workarounds) allow you to keep NavMesh-based AI working correctly around walls with doors and windows.

See Doors and Windows – Collision note.


Technical details

PropertyValue
Number of Blueprints6
Number of C++ Classes5
Network replicationNot included out of the box
Distribution methodPlugin
Supported UE versions5.2 and later (continuously updated)
Supported platformsWindows, Linux