Snap actors, particle systems, splines, and spline meshes to Landscapes, UE 5.8 Mesh Terrain, or intentionally tagged surfaces in one predictable, undoable editor pass.
Use the default contract for fast passes. Tune only when the scene asks for more control.
Step 01
Select
Choose actors, particle systems, spline components, or spline mesh components.
Step 02
Choose the target mode
Use Only Terrain Surfaces for Landscape and Mesh Terrain, or Only Tagged Surfaces for explicit designer-owned geometry.
Step 03
Snap and refine
Run the actor or spline action, then tune alignment, Z offset, trace distance, or size tiers only if needed.
Predictable by design: terrain and tagged-surface modes are mutually exclusive. Tagged placement is surface-based, not free-form stacking.
Core workflow demo
See LandSnap in the editor
The video covers the original actor-and-spline workflow. Version 1.1.0 adds Mesh Terrain, particles, the dockable panel, and agent commands described on this page.
Original LandSnap placement artwork. The current 1.1.0 surface coverage is detailed below.
Placement coverage
One tool. Four placement paths.
LandSnap keeps each target contract explicit, so fast placement does not turn into surprising placement.
Stable
Landscape
Settle props and spline points against Unreal Landscape with pivot, bounds-bottom, and normal-aligned placement.
Experimental
UE 5.8 Mesh Terrain
Recognize reflected Mesh Partition actors and components without forcing a hard module dependency.
Explicit
Tagged surfaces
Allow or ignore actor and component tags for roads, meshes, layered placement, and other designer-owned targets.
Pivot-safe
Niagara + Cascade
Place emitters from stable pivots and preserve rotation unless particle normal alignment is intentionally enabled.
Agent workflow / explicit opt-in
Built for MCP-connected editor tools—not as an MCP server
LandSnap exposes five Unreal Editor console commands that external MCP-connected agents or automation tools can call. It does not bundle an MCP server, require an AI provider, or store provider keys.
Safety gateAutomation starts disabled.
Set LANDSNAP_AGENT_ENABLED=1 in the operating-system environment before Unreal Editor launches to opt in.
01
SearchDry-run a bounded filter before transforms change.
02
ReviewInspect deterministic JSON matches in the Unreal log.
03
Search and snapSelect the same matches and run the existing action.
04
Undo if neededKeep the normal scoped transaction available.
The common path is short. Open a section when you need the deeper placement contract.
01Installation and activationPlugin setup
Copy the LandSnap folder into your project's Plugins/ directory.
Open the project and enable LandSnap in Edit -> Plugins if prompted.
Restart Unreal Editor and allow the editor module to rebuild when required.
Open Window -> LandSnap Panel to dock actions and live settings beside your normal editor tools.
Requirement: Unreal Engine 5.8 tested. LandSnap is editor-only and does not affect packaged builds.
02Toolbar, panel, and hotkeysDaily controls
LandSnap SelectedSnap the current actor or particle selection.Ctrl + Down
LandSnap SplinesSnap spline points and spline mesh endpoints.Shift + Down
The dockable panel edits the same settings object used by toolbar, hotkey, and agent commands, so changes apply immediately.
03Actors, particles, and splinesPlacement behavior
Actors
Choose pivot or bounds-bottom placement, optional normal alignment with preserve-yaw, normal push, max slope, Z offset, and configurable trace distances.
Particles
Niagara and Cascade actors use stable emitter-pivot placement by default. Rotation is preserved unless particle normal alignment is explicitly enabled.
Splines
Snap spline points and spline mesh endpoints individually, with optional surface-normal up-vector alignment and point-count limits for long splines.
04Terrain and tagged-surface modesSurface policy
Only Terrain Surfaces
Allows Landscape and reflected UE 5.8 Mesh Terrain actors and components as valid snap targets.
Only Tagged Surfaces
Requires matching actor or component tags. Add allow tags, ignore tags, and choose where tag checks are performed.
These modes are mutually exclusive. Tagged mode uses Visibility trace fallback; disabling that fallback also disables tagged-surface mode.
05Advanced settling and size tiersUneven terrain
Footprints
Use convex best-fit alignment or the experimental concave paths for irregular footprints and uneven contact.
Floater correction
The optional bounce pass uses down- and up-traces to close small residual gaps after placement.
Scale-aware tuning
Auto and manual size tiers tune trace lift, depth, convex thresholds, push, and bounce limits for different asset scales.
06Debugging and practical limitsDiagnostics
Diagnostics
Enable debug line draw, verbose LogLandSnap output, and auto-tier logging to inspect traces and classification decisions.
Expectations
Very thin meshes, extreme slopes, missing simple collision, or highly concave targets can still need manual tuning. LandSnap favors predictable placement over physical simulation.
Design intent
Fast and predictable—not simulated perfection
Terrain, collision, and asset bounds vary. LandSnap uses conservative, size-aware placement heuristics so the common case stays quick, undoable, and easy to reason about.
Missing simple collision can reduce trace reliability.
Extreme slopes and highly concave geometry may need tuning.
Large selections naturally require more traces.
Available on Fab
Spend the pass on the level—not on transform cleanup.
LandSnap 1.1.0 targets Unreal Engine 5.8 and stays entirely inside the editor.