Editor

Decals, shared materials and much bigger modules

Moss, cracks and grime on any wall, materials that whole kits can share, and modules with hundreds of Levels.

Three editor additions for builders.

Decals

Decals project a texture onto whatever they touch: moss creeping up a crypt wall, cracks in a floor, soot above a torch. Create one in the Content Browser with New > Decal, pick a texture and drop it in the world. Move, rotate and scale it with the gizmo, and set its opacity and priority in the Inspector. Decals now appear in Build & Play exactly as they do in the editor.

Shared materials

Kits no longer need a unique set of textures per model. Author a PBR material from scratch with New > Material, fill its texture slots from the Content Browser by search, drag-and-drop or the "use selected" arrow, and assign it to any Blueprint's material slot. When you import a model whose material name matches one of your materials, the editor offers to bind it for you.

Bigger modules

We raised the limits that capped module size:

  • Imported textures up to 4096 pixels, and 256 MiB of textures per Level
  • 128 MiB of module source and over half a million placed instances
  • A test module of 200 Levels with 2,000 instances each now opens, saves and runs through Build & Play

Packages stay at 512 MiB for now so that the game runs well on 8 GB machines; larger worlds will stream their Areas on demand.