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Unreal Engine 5.8

Unreal Editor Tooling / available on Fab

LandSnap

Less nudging.
More building.

Place it. Move it. Keep it grounded. AutoSnap follows your edits, terrain fitting finds the support, and Placement Studio puts the next move in your hands.

Editor-only no runtime component no packaged-build cost

Interactive browser demo / up to five minutes Preview LandSnap in your browser Open demo Close demo

Interactive demo

Opening LandSnap Showcase

This may take a few seconds. You will choose when to start your session.

Built forUnreal Engine 5.8Win64 editor
Runtime costEditor-onlyNo packaged-build component
Placement safetyUndoableScoped editor transactions
Your surfacesTerrain + tagged meshesLandscape / Mesh Terrain / explicit tags

Version 2.0.0 / now available on Fab

The placement pass.
Rebuilt around your flow.

01 / AutoSnap

One global placement mode

Use the checkable AutoSnap toolbar toggle to settle eligible placed or edited actors after their changes finish - without per-object enrollment.

02 / Terrain fitting

Uneven ground. No problem.

Rigid actors fit against real support edges. Contact checks keep unresolved placements visible in Needs Review, ready for your next pass.

03 / Review

Progressive repair

Placements that need another look are flagged in Placement Studio's Needs Review list, where you can inspect them, run heuristic repair, make adjustments, or mark them resolved.

04 / Placement Studio

Set the placement contract.

Dock LandSnap’s compact control center beside your viewport. Configure how it snaps - placement anchors, alignment, offsets, trace behavior, size tiers, and surface policy - then review and repair results from the same workspace.

Core workflow

From selection to settled in three steps

Step 01

Select

Choose actors, particle systems, spline components, or spline mesh components.

Step 02

Choose AutoSnap or Snap Selected

Enable global AutoSnap for eligible editor changes, or run the one-shot unified Snap Selected action when you want a deliberate pass.

Step 03

Review and refine

Use Needs Review for exact-target exceptions, then tune alignment, Z offset, trace distance, or size tiers only if the scene needs it.

Predictable by design: terrain and tagged-surface modes are mutually exclusive. Tagged placement is surface-based, not free-form stacking.

Interactive product demo

LandSnap Showcase

Open the controlled streamed Unreal Editor workspace to explore prepared scenes, review placement results, and run deliberate LandSnap actions.

Open the interactive Showcase

Placement coverage

One tool. Explicit placement paths.

Stable

Landscape

Settle eligible placed actors against Unreal Landscape with pivot, bounds-bottom, and normal-aligned placement.

Stable

UE 5.8 Mesh Terrain

Snap to reflected Mesh Terrain without a hard Mesh Partition dependency. Optional deformation remains a separate, default-off experimental workflow.

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.

Included editor module / LandSnapMCP

Your editor.
Your agent workflow.

LandSnap 2.0 ships the LandSnapMCP editor module beside the core module in one Fab install. Connect compatible MCP tools to search a bounded selection, inspect the results, then run a deliberate placement pass.

MCP integration remains optional. The core works independently, while transport activation and agent mutation remain separate opt-ins.

A cluster of agent-client badges, including Codex, Copilot, Gemini, Claude, and other compatible tools.

Documentation

Start in minutes. Tune only when needed.

01Installation and activationPlugin setup
  1. Copy the LandSnap folder into your project's Plugins/ directory.
  2. Open the project and enable LandSnap in Edit -> Plugins if prompted.
  3. Restart Unreal Editor and allow the editor module to rebuild when required.
  4. Open Window -> LandSnap Panel to dock actions and live settings beside your normal editor tools.

Built for Unreal Engine 5.8 on Win64. LandSnap is editor-only and does not affect packaged builds.

02AutoSnap, toolbar, and hotkeysDaily controls
AutoSnapCheck the default-visible toolbar toggle to settle eligible actor edits globally. AutoSnap starts off. Toggle it with Ctrl + Shift + Down.Ctrl + Shift + Down
Snap SelectedRun the one-shot unified actor, particle, and spline action. Its toolbar button is visible by default.Ctrl + Down

Use Setup -> Configure Hotbar to independently control Show AutoSnap Toolbar Button and Show Single Snap Toolbar Button. Setup -> Hotkeys exposes Snap Selected Hotkey and AutoSnap Toggle Hotkey; rebinding applies live and stays synchronized with Unreal’s Keyboard Shortcuts. The viewport actor right-click Snapping menu also exposes Snap Selected and shows its current chord.

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.

05Large-object fitting and Placement StudioUneven terrain

Large-object fitting

For rigid actors, LandSnap evaluates real neighboring bottom edges - not diagonals - then searches balanced and three-corner support for the strongest supported pose.

Placement Studio

Dock the compact control center beside your viewport to configure snapping behavior, review placement results, and choose the next action without leaving your working context.

Review and repair

Exact-target verification keeps unresolved placements visible. Repair Current and Repair All test one unique deterministic candidate per editor tick; stopped or exhausted actors return to their immutable baseline.

06Placement Studio, experimental Mesh Terrain, and limitsSetup

Placement Studio

Open Window -> LandSnap Panel to dock actions and the live settings object beside the viewport. Configure placement anchors, alignment, offsets, tracing, size tiers, and surface rules for the behavior your scene needs.

Experimental Mesh Terrain

Setup -> Experimental Settings -> Enable Mesh Terrain (Experimental) is off by default. It gates optional non-destructive deformation only; ordinary Mesh Terrain snapping remains available when it is off.

Very thin meshes, extreme slopes, missing simple collision, or highly concave targets can still need manual tuning. LandSnap favors predictable placement over physical simulation.

07Advanced configuration and behaviorDeep dive

Anchors, alignment, and traces

Choose pivot placement for origin-driven assets or bounds-bottom placement for rigid props. Surface alignment can preserve yaw while applying pitch and roll. Max slope, normal push, Z offset, trace lift, and trace depth define how LandSnap searches for and seats against a valid target.

AutoSnap fine-tuning

AutoSnap waits for an eligible edit to settle, then runs once. Its default target mode is Terrain / Mesh Terrain. Allow Z Correction preserves deliberate Z-only edits, while Allow Rotation Fine-Tuning preserves rotation-only edits. Multi-actor selections remain manual through Snap Selected.

Scale-aware terrain fitting

Automatic or manual size tiers tune trace reach, contact thresholds, and correction ranges without selecting a different solver. Physical-large Landscape footprints use nine exact-target terrain samples, four-corner seating, and bounded support-edge fitting for a stable pose on uneven ground.

Verification results

Every supported placement is checked against the exact actor and component captured by the initial snap. Results distinguish landed, floating, penetrating, wrong surface, insufficient target hits, excessive angle, and no initial target instead of treating every imperfect result as the same failure.

Review and heuristic repair

Questionable results enter Placement Studio's Needs Review list. Previous and Next inspect without changing the actor. Heuristic Repair Selected and Heuristic Repair All Errored test the same bounded candidate flow used by Snap Selected, one visible candidate per editor tick. Mark Resolved removes only the current warning.

Large selections, Undo, and Cancel

Large rigid selections prepare across editor frames and publish bounded groups under one Undo step. Keep Published Batches When Cancelled retains only completed, target-verified groups when you cancel. Pending actors remain unchanged, while world, settings, or Undo interruptions restore the original invocation.

Calibration and diagnostics

The deterministic Scatter fixture creates 500 mixed-scale Engine cubes. Domino fixtures cover ten production size references through row, map-coverage, and mixed layouts. Creation only prepares the fixture; run Snap Selected to test it. Debug lines, verbose LogLandSnap output, notifications, sounds, and Snap VFX can be enabled separately.

Included MCP integration

The Fab plugin includes LandSnapMCP for structured status, settings, placement, and review tools. Setup -> MCP configures Epic's local Unreal transport per user and project. Read-only access can remain available while mutating tools stay disabled unless LANDSNAP_AGENT_ENABLED=1 was set before Unreal Editor launched.

All placement mutations remain editor-only and transaction-safe. The normal toolbar, AutoSnap, Placement Studio, and MCP routes share the same live settings, verification rules, and Needs Review state.

08Frequently asked questionsDetailed answers

How does LandSnap fit large rigid objects?

LandSnap uses a fixed set of representative points across the resolved component's bottom footprint: four corners, four edge midpoints, and the center. For example, a 30 m × 20 m building receives those nine samples rather than a dense scan of every square centimeter. On eligible Landscape footprints at least 5 m wide on both local axes, those target heights can estimate a rigid pitch and roll before LandSnap re-traces and refines the support pose. That physical-large contract is validated for Landscape; Mesh Terrain remains an experimental target path.

How should I interpret placement precision?

The default 0.5 cm floating and penetration threshold is an audit classification measured along the captured target normal. It is not a promise of 0.5 cm world-Z accuracy or continuous contact across an entire rigid footprint. Sub-centimeter contact can occur on compatible terrain, but a large rigid asset cannot conform to every rise and dip without deforming the asset or modifying the terrain.

How does LandSnap report an imperfect placement?

The final audit re-traces the sampled footprint and records target coverage, supported-corner count, maximum sampled gap, maximum penetration, wrong-surface hits, terrain-normal deviation, and terrain-shape evidence. A mismatch remains in Needs Review for bounded repair or a deliberate project decision; it is not silently reported as a clean placement.

When can LandSnap prepare terrain beneath a foundation?

Experimental UE 5.8 Mesh Terrain can use a bounded, non-destructive modifier with optional padding, falloff, custom grayscale maps, and blend modes. This workflow does not alter standard Unreal Landscape heightmaps or tagged static meshes. Because it works from the actor's world-space XY bounds, an irregular foundation, stairs, or basement outline still needs an intentional custom map and project validation.

What surface data does LandSnap use?

The placed object is represented by the local bounds of one resolved snap component rather than every underside vertex or polygon. Target evaluation uses Unreal collision-query ray traces, including complex collision where configured. Accurate collision that matches the visible surface is therefore essential for precise results.

How does LandSnap work with World Partition and large worlds?

LandSnap recognizes Landscape streaming proxies that belong to the same Landscape GUID. Relevant World Partition cells must still be loaded so terrain collision can be sampled. It uses Unreal's own Large World Coordinates and collision behavior, so validate representative outer-map locations before adopting strict project-wide acceptance limits.

How are large batch placements handled?

No published result skips target-aware placement and final verification. Eligible ordinary rigid actors in AutoSnap or queued multi-actor work begin with a faster deterministic Pin-Rotate comparison; insufficient support can be challenged by a higher-accuracy path. For large jobs, process bounded groups and retain per-actor receipts. Exact-path requests accept up to 500 actor paths, while Outliner-folder requests are capped at 500 eligible actors.

What can a connected automation client do?

LandSnapMCP provides a native 20-tool interface for status and permissions, snapping and verification, settings, AutoSnap configuration, target modes, hotkeys, repair jobs, enrollment tags, and experimental Mesh Terrain deformation. It can work with the current selection, exact object paths, or an Outliner folder, but it does not create, position, or select actors itself. AutoSnap is configured through settings; there is no separate “run AutoSnap now” command. Snap-and-verify returns structured receipts, while repair jobs progressively report their status. Mutating tools require LANDSNAP_AGENT_ENABLED=1 before Unreal Editor launches. A complete existing Needs Review queue and every internal debug value are not exposed as read-only data.

How does LandSnap fit into an agent-assisted world-building workflow?

Use a general Unreal automation tool to create or position actors, then pass the resulting exact paths or folder to LandSnapMCP. Read the contact receipts, retry unresolved actors, or start progressive review repair as needed. Apply any stricter project-specific acceptance limit in that outer workflow.

Limitations

Spend the pass on the level - not on transform cleanup.

LandSnap 2.0 is built for Unreal Engine 5.8 and stays entirely inside the editor.