Ultimate Level Art Tool

24 ratings

Welcome to the innovative world of Leartes Studios, where passion for gaming meets Unreal Engine’s automation possibilities. As a Leading Art Outsource company, Leartes Studios is dedicated to pushing the boundaries .


As an art outsource company, our primary focus has been on delivering exceptional visual assets, animations, and art production services to game developers. However, recognizing the evolving needs of the industry and the importance of efficient workflows, we have embarked on the development of our groundbreaking code plugin tool.


Under the hood, the Ultimate Level Art Tool consists of impressive number of features, We also planning to develop the tool further expanding its functionality and versatility.




The Ultimate Level Art Tool has a lot of features :


  • Create fully Modular Building with one tool
  • Create your custom mesh palette
  • Adjustable mesh snapping Modes
  • One-click material assign to the collection
  • One-click create blueprint from the collection
  • One-click Prop Duplication
  • Place multiple modular meshes simultaneously
  • Create a realistic simulated mesh groups


Tutorial/ Demonstration Video Link. 

Documentation link


Important note : Editor Scripting Utilities needs to be enabled.


For all your promotional requests, technical support needs, suggestions, and refund requests, please create a ticket.


Here you can join Leartes Discord channel for live support, discounts and Custom Outsource Environment Projects.


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Technical Details

Features

  • Quick access to the tool interface with a custom tool menu
  • Quick workspace setup with drag-and-drop static mesh assets
  • The customizable window for personal uses
  • Multiple modular placements simultaneously
  • Separate categories for modular and prop placement
  • Multiple material assignments for equivalent static mesh actors
  • Flexibility to work on multiple structures simultaneously with the collection feature
  • No custom class dependencies can be removed from the project at any time

Code Modules UltimateLevelArtTool(Editor)

Number Of C++ Classes 48

Number of Blueprints 19

Network Replicated No

Supported Development Platforms Win64

Supported Target Build Platforms Win64

Ultimate Level Art Tool V 1.10

The plugin now has two additional new sub-tools. The existing tools have also been made more stable with some minor improvements.

Auto Spline (New Tool)

The AutoSpline tool allows you to distribute your actors, components, and static meshes onto a spline in various shapes using its three different spline modes. You can also create instances by isolating them from the spline with just one click.

Material Assignment (New Tool)

The Material Assignment tool makes it easy to track static mesh assets with common slots and allows you to bulk assign materials to them all at once.

Modular Building

Changes

Added a replacement mode that allows you to replace the moving static mesh with the static mesh that is being hovered over by the mouse cursor by pressing the left Alt key during placement.

Static meshes can now be placed in space, without the need for a surface. You can also adjust the distance at which they are placed by pressing Alt and scrolling the mouse wheel.

With the added "Merge Collection" button in Collection settings, you can now invoke the merge tool for all collections at once with a single action.

Fixes

Fixed a bug that caused the modular placement process to continue even after closing the window.

Fixed a bug that was causing crashes when closing the Editor.

A bug that prevented the preview material from appearing on Nanite static meshes during placement has been fixed.

Preview meshes are now positioned slightly further ahead during placement, improving the visibility of preview materials.

A bug that occasionally caused static meshes to be placed with an error of less than 1 unit has been fixed.

The bug that caused static mesh components created during the conversion of collections to blueprint assets to be set to movable has been fixed.

Object Distribution

Changes

Static meshes with very small collisions or moving at high speeds can cause collisions to go undetected, resulting in simulated static meshes going beyond bounds. To prevent this, a KillZ parameter has been added. With this feature, simulated static meshes that descend below the specified height are destroyed both during the simulation and after it has been completed. This ensures that any potential issues caused by the meshes going out of bounds are mitigated.

Static meshes are now enabled to perform collision tests during creation. This helps to prevent collisions from occurring when many static meshes are created in a confined area. If a collision is detected, the static mesh is moved to a new location.

When the "Disable Simulate Physics After Finishing" option is enabled, after the simulation process is completed, the "simulate physics" option of static meshes is disabled, and their mobility is changed to static.

Now, when the rotation of the Spawn Center is changed, the static meshes also adjust their positions based on the rotation change.

A new distribution type with a linear shape has been added. This new distribution allows objects to be arranged in a linear pattern.

The "Keep Changes" button now automatically ends the simulation.

Fixes

A bug that caused the "Keep Changes" operation to be slow and slow down the system has been fixed.

A bug that caused group actors to remain after deleting the distribution has been fixed. Now, actors are grouped after the distribution process is complete.


I want this!

Fully capable Unreal Engine Level Art Plugin

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(24 ratings)
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$99.99

Ultimate Level Art Tool

24 ratings
I want this!