Embedded Techno

Unreal Engine Tools

We build editor tools alongside our own Unreal development work and publish the ones that become useful beyond a single project.

PRG — UE 5.6–5.7  ·  WSP and GDDS — UE 5.4–5.8  ·  Win64

Procedural Root & Vine Generator

Unreal Engine 5.6–5.7 · Win64

Procedural roots and vines following terrain and wrapping a tree in Unreal Engine
Surface-aware roots and vines authored in Unreal Engine.
Organic barrier and branching root structures generated with PRG in Unreal Engine
Branching organic barrier workflow.

Hand-placing or manually shaping large amounts of organic growth becomes time-consuming when it needs to follow terrain, walls, supports, and irregular architecture.

PRG provides dedicated Root, Vine, Barrier, Attraction, and Runtime Growth actors. Start with presets, refine surface behavior and branching, then bake the authored result for production use.

What it does not do: PRG supplies the authoring and export workflow. Final results still depend on the project’s meshes, materials, collision setup, and art direction.
  • Surface crawling and wall seeking
  • Climbing and wrapping profiles
  • Multi-tier procedural branching
  • Attraction-guided growth
  • Static Mesh, Nanite, and VAT runtime workflow

World Scale Planner

Unreal Engine 5.4–5.8 · Win64 editor-only

World Scale Planner analytical interface with landscape route and travel-time estimates
The analytical map combines terrain sampling, route planning, travel estimates, and landmark information.

Raw world dimensions do not tell a designer how long a route feels, how terrain changes traversal, or whether landmarks are appropriately distributed.

WSP samples a loaded landscape into an interactive analytical map. Place A/B points and ordered waypoints, calibrate movement speeds, and compare routes against terrain, slope, visibility, travel time, and landmark density.

  • Top-down landscape analysis
  • A/B and multi-waypoint routes
  • Travel-time estimates by movement profile
  • Slope and elevation reporting
  • Visibility and fade-distance views
  • Named landmark density analysis
What it does not do: WSP does not change the landscape. It adds no runtime module or packaged-game dependency.
World Scale Planner travel-time visualization over an Unreal landscape
Travel-time view using a configured movement profile.

Game Design Document Studio

Unreal Engine 5.4–5.8 · Win64

Game Design Document Studio dashboard and linked project records inside Unreal Engine
Project records and linked design information.
Game Design Document Studio visual graph editor for connected design records
Graph editor for connected records and design relationships.

As a project grows, design information gets split between documents, spreadsheets, Unreal assets, dialogue notes, maps, and production records; the relationships become difficult to track.

GDDS keeps structured records, searchable links, graph-based work, maps, timelines, validation, and optional compiled runtime data in one Unreal-native workspace.

  • Custom record templates and fields
  • Searchable cross-record references
  • Dialogue, quest, story, and relationship graphs
  • Maps, timelines, production tracking, and validation
  • JSON transfer and an optional compiled runtime database
What it does not do: GDDS is an authoring, planning, documentation, and validation workspace. It does not replace a project’s dialogue, quest, inventory, or gameplay systems.