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Blockout Generator

Module: Design · Category: LevelDesign · Tool ID: BlockoutGenerator

Parametric blockout tool that spawns configurable primitive shapes (Room / Corridor / L-Corridor / Staircase / Ramp / Platform / Pillar / Doorway / Window / Cover Wall) using /Engine/BasicShapes/Cube with an auto-assigned flat-grey blockout material. Auto-organizes everything under an EQLabs/Blockout folder, supports grid snap, full undo, and a per-level audit with double-click navigation.

Screenshot 01 — Hero shot — Tool open with shape buttons visible, viewport showing a multi-shape blockout (room + corridor + staircase) with grey blockout material.


  • Rapid level prototyping — spawning rooms / corridors / staircases by clicking shape buttons
  • Pre-Blockout Lab whiteboxing — quick parametric primitives before committing to a full custom-asset blockout
  • Mocking up cover combat layouts — drop in cover walls and platforms quickly
  • Documentation / pitch builds — get a blocked-out level ready for review fast
  • Don’t use this for production geometry — output is always primitive cubes with auto-material
  • Don’t expect spline / curved shapes — only the parametric shapes listed below

  1. Open the EQLabs Hub and search for Blockout (or browse to Design → LevelDesign)
  2. Click the Blockout Generator card

10 shape buttons (with description previews):

ShapeDescription
Room4 walls + floor, optional ceiling (hollow box)
Corridor2 walls + floor, optional ceiling (open-ended)
L-CorridorL-shaped corridor with configurable turn direction
StaircaseAscending steps with configurable count + run/rise
RampAngled surface with optional side rails
PlatformElevated flat surface with support column
PillarSingle vertical column
DoorwayWall segment with rectangular opening
WindowWall segment with raised rectangular opening
Cover WallWaist-height cover for shooter-style levels
FieldWhat it doesDefault
Width / Depth / HeightShape dimensions400 / 600 / 300
Wall ThicknessWall depth20
Step CountStaircase steps12
Add CeilingToggle (Room/Corridor)false
Snap to GridToggletrue
Grid SizeSnap grid in UU100
ActionWhat it does
Generate at OriginSpawns at world origin (snapped)
Generate at SelectionSpawns at the currently-selected actor’s location
Scan Blockout ActorsAudits the level for blockout-tagged actors
Select All BlockoutSelects every blockout actor
Delete All BlockoutRemoves every blockout-tagged actor

Per-blockout-actor row: label, shape type, location, dimensions. Single-click pings the actor; double-click flies the camera to it.

Screenshot 02 — Audit list — Audit list with multiple blockout actors visible, mixed shape types.


  1. Click Room in the shape selector
  2. Configure width / depth / height
  3. Click Generate at Origin — a room appears
  4. Move the viewport, click Corridor, configure, click Generate at Selection — corridor extends from the room
  5. Add staircase, doorways, etc.
  1. Click Scan Blockout Actors to audit
  2. Click Select All Blockout to select everything
  3. Click Delete All Blockout to wipe (or use the ground-truth Save All if you want to keep)

Per-tool parameters persist to [Project]/Saved/EQLabs/Settings/BlockoutGenerator.json.


  • AStaticMeshActor instances using /Engine/BasicShapes/Cube with auto-blockout material
  • Auto-organized — placed under EQLabs/Blockout folder in the World Outliner
  • Auto-tagged — every spawned actor has a Blockout tag for audit
  • Undo — wrapped in ScopedTransaction. Ctrl+Z reverses
  • Material — flat grey material instance dynamically created

  • The blockout material is intentionally distinct — flat grey signals “this is placeholder, don’t ship”
  • Generate at Selection respects pivot — if you pick a doorway after a room, the doorway spawns at the room’s pivot, not center
  • Delete All Blockout uses the tag — non-blockout actors are safe even if they’re in the EQLabs/Blockout folder
  • For full level layout authoring (rooms with terrain, water, paths, gameplay zones, custom asset assignment), use Blockout Lab — the custom asset editor


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