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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 V4 — UE 5.4–5.8  ·  WSP and GDDS — UE 5.4–5.8  ·  Win64

Procedural Root & Vine Generator

PRG V4.0 · Unreal Engine 5.4–5.8 · Win64

Procedural roots and vines following terrain and wrapping a tree in Unreal Engine
Roots following terrain and vines wrapping a tree.
Organic barrier and branching root structures generated with PRG in Unreal Engine
An organic barrier generated with the Barrier Actor.

Placing roots and vines by hand gets slow when they need to follow terrain, climb walls, or wrap around a support.

PRG generates that geometry with Root, Vine, Barrier and Bridge actors. Attraction actors guide the growth. Start with a preset, adjust branching and surface behavior, then export a Static Mesh or bake the result for a Runtime Growth Actor.

Results depend on the surfaces and collision in your level, the materials you assign, and the growth settings. The generator still needs scene setup and adjustment.
  • 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 landscape map with a route and travel-time estimates.

A map’s dimensions do not tell you how long it takes to cross. Movement speed, terrain, and the route itself all affect that.

WSP samples the loaded landscape into an interactive map. Place start and end points, add waypoints, and set movement speeds to estimate travel time. Use the terrain, slope, visibility, and landmark views to check the route.

  • 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
WSP reads the loaded landscape without changing it. It is editor-only, with no runtime module or packaged-game dependency. Travel times are estimates based on the movement speeds you configure.
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
The studio dashboard and project records.
Game Design Document Studio visual graph editor for connected design records
A graph open in the studio’s graph editor.

Game-design notes get difficult to follow when a quest is in one document, its dialogue is in another, and the related assets are somewhere in the Content Browser.

GDDS stores those records inside Unreal Editor and lets you link them. Write a character, quest, location, or production note, then reference it from other records. Templates control the fields; graphs, maps, and timelines provide other ways to edit and view the data.

  • 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
GDDS can compile records for runtime queries, dialogue, variables, and quest state. Your game still needs to connect that data to its gameplay and UI. Inventory and other gameplay systems remain part of your project.