Getting Started
Set the plugin up in a new project in a few minutes.
The Factory Planner turns any Unreal level into a factory or warehouse planning tool: measure the building, place and arrange machines with clearance zones, mark floor areas, check vehicle routes, cut the building open to see inside, add notes, then save the plan and export it to spreadsheets and CAD.
Quick setup
- Enable the plugin and restart the editor.
- Content Browser: Settings, tick Show Plugin Content. The tools live in the plugin's own folder.
- Project Settings > Game > Factory Planner: the Tool Definitions list fills itself the first time the editor opens. If it is empty, press Reset To Built In Tools.
- Working in a level you already have (a bought environment, your own building)? Run Level Prep first: it makes the level clickable and sets up the outline, navigation and sectioning in one go.
- Use the example Game Mode, or set the example Player Controller (it carries the Tool Host and all the input) in your own Game Mode or World Settings.
- Press Play. Pick tools on the toolbar; Esc opens the menu.
How to use
- Pick a tool on the toolbar. Its settings panel opens beside it and the hints box in the top left says what to click next.
- Click in the level to use the tool. Esc backs out one step at a time, then opens the menu.
- Everything you do can be undone (Ctrl+Z) and is kept when you save the plan from the menu.
Good to know
- Using your own Player Controller: add a Tool Host Component named ToolHost, then copy the example controller's graph into yours. Its comments explain each part.
- Route Checker's navigation agents are added to the project for you the first time the editor opens; the level still needs a Nav Mesh Bounds Volume (Level Prep adds one).
- For complex sectioning, your materials need the section clip (Level Prep, or Add Section Clip in the Content Browser).
- Every tool is a data asset: change its settings asset to change how it behaves, without touching code.