Modular Kit Snapping Tool
Getting Started
Install the Modular Kit Snapping Tool and assemble your first kit.
Install
- Copy the
ModularKitSnappingfolder into your project'sPlugins/directory. - Right-click your
.uprojectand Generate Visual Studio project files. - Build your project. The plugin is a C++ code plugin with two modules:
ModularKitSnappingRuntimeandModularKitSnappingEditor. - Open the editor. Confirm the plugin is enabled under Edit -> Plugins -> Level Design.
Quick start
- Make a Blueprint that inherits from
ModularPieceActor. Set itsMeshComponentto a wall, floor, or corridor mesh. - Drop one or more
SnapPointComponents on it. For each, set:- SnapType (Wall, Door, Floor, ...)
- SnapDirection (Left, Right, Up, ...) -- the outward-facing axis
- SnapRadius -- how close another snap point must be to match
- (Optional) Tick Is Anchor on pieces that should never move during auto-snap.
- Place pieces in your level. They don't need to be perfectly aligned.
- Add a
SnapConnectionManagercomponent to a "kit root" actor and call Auto Snap All In World onBeginPlay.
That's the whole setup. Misaligned pieces snap into place when the level starts.
A minimal Blueprint flow
Event BeginPlay
-> SnapConnectionManager: Auto Snap All In World (Self)
-> Print String: "Made N connections"
For a custom workflow, you can:
- Call
FindBestSnap/MakeConnectionmanually - Listen to
OnConnectionMade/OnConnectionBrokenfor gameplay logic, UI, or audio - Run
ValidateStructureto surface missing mandatory connections
Editor visualization
Once snap points are placed, the viewport shows:
| Element | Meaning |
|---|---|
| Colored dot | Snap location (color = type or state) |
| Direction arrow | Outward-facing direction (60 cm) |
| Diamond outline | Snap radius |
| Green line | Live connection to another actor |
See Snap Points for the full color key.