Editor plugins for Unreal Engine 5
Tools we built for
our own production needs
A shared free base, then only the tools you actually want. Every paid tool requires SizeUp: it's the panel all the information goes through, and it's free. Beyond that, nothing is mandatory: no paid tool requires another, and there's no bundle on offer for now. Built and tested on Unreal Engine 5.6, 5.7 and 5.8.
The free base
SizeUp is the editor panel every Pixel Doodles tool communicates through: one clear place in the main Unreal Engine window showing what an operation is changing, instead of four plugins each bolting on their own widget. On its own it measures whatever you select in the viewport: real-world size, distance to floor, distance between two actors, one-click Transform copy, a live Transform card with undo/redo, and a warning when duplicate meshes are hiding inside each other. Free, because the others need it to be readable — and it's out first.
The tools
Move, rotate and scale objects the way you do in a DCC: modal, keyboard-first, with snapping and numeric entry. Then the composition tools you can rarely do without when dressing a scene: mirror, align, random…
Click to drop a mesh — or a selection of meshes — perfectly seated and tilted to the slope you're working on, or scatter them on the fly. Placement follows the surface normal: nothing floats, nothing sinks. Gravity-based placement and HISM optimisation too. Scatter mode varies rotation and scale so a selection lands randomly, never in a row, for the most natural result possible when building a level.
Snap pieces face to face and put modular kits together with incredible ease: surfaces snap and orientations line up perfectly, so kits almost assemble themselves. You no longer spend time assembling, only designing.
Not released yet
They ship on Fab once they've been tested every which way, in every configuration — SizeUp first, and free. Early builds and release dates land on the Discord and in the Devlog section of the site.
These came out of building the dungeons for Islands of the Blessed — that story is in devlog #05.
