Features

  • Runtime wall placement — spawn and position walls at runtime from Blueprint or C++. Build Sims-style or RTS construction systems with live preview.
  • Editor build mode — place walls by clicking in the Unreal Editor viewport. Panel includes height, width, grid snap, Save, Load, and Clear controls.
  • Automatic corner joining — walls connected at start or end share vertices cleanly at any angle. Works for two walls and for three or more meeting at a single point.
  • Doors, windows, and custom openings — openings are called "reveals". Ships with Window_BP and Door_BP. Create custom shapes via subclassing ARevealBase and a hole-mask texture.
  • Wall painting — color mode (solid fill) and texture mode (tiled UTexture2D). Available at runtime and from the editor panel. Paint state is saved and loaded.
  • Grid snapping — configurable grid size via the editor panel. Snap-to-wall snaps the cursor to the nearest wall's bottom center automatically.
  • Save and loadUWallGameSubsystem (World Subsystem) provides SaveWalls and LoadWalls. Saves positions, dimensions, paint, and reveals.
  • Navigation-friendly — nav-mesh-compatible options for AI pathfinding around walls. Reveals do not cut physics collision by default; workarounds are documented.

Known limitations

  • ! Network replication is not included out of the box. Wall actors are local by default.
  • ! A small visible gap may appear at inner corners where more than two walls meet. Automatic gap-filling is not yet implemented.

Compatibility

Version2.3.0
Unreal Engine5.2 and later (continuously updated)
Target platformsWindows, Linux
Development platformWindows
Network replicationNot included out of the box
DependenciesNone (standalone plugin)
Blueprints6
C++ Classes5
LicenseStandard License (Fab EULA)