Blockout Generator
Blockout Generator
Section titled “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.

When to use it
Section titled “When to use it”- 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
When not to use it
Section titled “When not to use it”- 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
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for
Blockout(or browse to Design → LevelDesign) - Click the Blockout Generator card
Interface tour
Section titled “Interface tour”Shape selector
Section titled “Shape selector”10 shape buttons (with description previews):
| Shape | Description |
|---|---|
| Room | 4 walls + floor, optional ceiling (hollow box) |
| Corridor | 2 walls + floor, optional ceiling (open-ended) |
| L-Corridor | L-shaped corridor with configurable turn direction |
| Staircase | Ascending steps with configurable count + run/rise |
| Ramp | Angled surface with optional side rails |
| Platform | Elevated flat surface with support column |
| Pillar | Single vertical column |
| Doorway | Wall segment with rectangular opening |
| Window | Wall segment with raised rectangular opening |
| Cover Wall | Waist-height cover for shooter-style levels |
Parameters
Section titled “Parameters”| Field | What it does | Default |
|---|---|---|
| Width / Depth / Height | Shape dimensions | 400 / 600 / 300 |
| Wall Thickness | Wall depth | 20 |
| Step Count | Staircase steps | 12 |
| Add Ceiling | Toggle (Room/Corridor) | false |
| Snap to Grid | Toggle | true |
| Grid Size | Snap grid in UU | 100 |
Actions
Section titled “Actions”| Action | What it does |
|---|---|
| Generate at Origin | Spawns at world origin (snapped) |
| Generate at Selection | Spawns at the currently-selected actor’s location |
| Scan Blockout Actors | Audits the level for blockout-tagged actors |
| Select All Blockout | Selects every blockout actor |
| Delete All Blockout | Removes every blockout-tagged actor |
Audit list
Section titled “Audit list”Per-blockout-actor row: label, shape type, location, dimensions. Single-click pings the actor; double-click flies the camera to it.

Workflow
Section titled “Workflow”Build a level
Section titled “Build a level”- Click Room in the shape selector
- Configure width / depth / height
- Click Generate at Origin — a room appears
- Move the viewport, click Corridor, configure, click Generate at Selection — corridor extends from the room
- Add staircase, doorways, etc.
Cleanup
Section titled “Cleanup”- Click Scan Blockout Actors to audit
- Click Select All Blockout to select everything
- Click Delete All Blockout to wipe (or use the ground-truth Save All if you want to keep)
Settings reference
Section titled “Settings reference”Per-tool parameters persist to [Project]/Saved/EQLabs/Settings/BlockoutGenerator.json.
Output
Section titled “Output”AStaticMeshActorinstances using/Engine/BasicShapes/Cubewith auto-blockout material- Auto-organized — placed under
EQLabs/Blockoutfolder in the World Outliner - Auto-tagged — every spawned actor has a
Blockouttag for audit - Undo — wrapped in
ScopedTransaction.Ctrl+Zreverses - Material — flat grey material instance dynamically created
Tips & gotchas
Section titled “Tips & gotchas”- 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
Related tools
Section titled “Related tools”- Blockout Lab — the full custom-asset-editor blockout workflow
- Reference Image Overlay — overlay reference images while blocking out
- Smart Actor Align & Distribute — align spawned blockout pieces
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