World Scale Planner is an editor-only landscape planning tool for evaluating world size in gameplay terms. It turns Unreal landscape dimensions into readable terrain, slope, travel-time, visibility, and landmark-density views; measures routes through points A and B with optional waypoints; and estimates walking, running, sprinting, and mounted travel time. The planner helps answer how large a world feels to traverse without changing the landscape or adding runtime systems to the game.
Installation | Opening the Planner | Quick Start | Interface & Map Controls | Map Modes | Routes & Travel Estimates | Landmarks | Settings Reference | Analytical Assumptions | Compatibility & Architecture | Troubleshooting
Open World Scale Planner from the Unreal Editor menu by selecting Tools > World Scale Planner. The planner opens as a dockable editor tab and can be placed alongside the Level Editor viewport.
| Area | Purpose |
|---|---|
| Top Toolbar | Selects the landscape and map mode, rescans the level, rebuilds analytical data, and fits the map to the available space. |
| Map | Displays the sampled landscape, route, points, waypoints, landmarks, planning grid, mode legend, and distance scale. |
| Landmark Directory | Lists persistent landmark designations and names in the upper-left corner of the map. Large lists are shortened to fit the available height. |
| Right Sidebar | Contains map controls, landscape measurements, route results, movement profiles, overlay toggles, landmark actions, and the settings button. |
| Status Bar | Reports the result of the latest action, including point placement, waypoint changes, tagging, naming, and map rebuilds. |
| Input | Action |
|---|---|
| First Left-click | Places point A, the origin for the route and point-based analytical modes. |
| Second Left-click | Places point B and calculates the initial A-to-B route. |
| Additional Left-click | Adds the next ordered waypoint before point B. The route becomes A → W1 → W2 → B. |
| Right-drag or Middle-drag | Pans the map. |
| Mouse Wheel | Zooms the map around the cursor. |
| Double-click | Moves the main Unreal Editor viewport to the selected world position. |
| Action | Description |
|---|---|
| Find Landscapes | Rescans the current editor world for loaded landscape actors. |
| Rebuild Map | Resamples landscape height, recollects landmarks, and rebuilds the analytical texture. |
| Fit | Resets map pan and zoom so the full sampled landscape fits in the map area. |
| Clear A / B | Removes points A and B, all waypoints, and the current route. |
| Focus Landscape | Frames the selected landscape in the main Unreal Editor viewport. |
| Undo Waypoint | Removes the most recently placed waypoint and recalculates the route. |
| Clear Waypoints | Removes all waypoints while keeping A and B, returning to a direct route. |
The Landscape section reports the current sample in practical world units:
Terrain mode provides the base top-down landscape view. Elevation moves from dark lowland greens through earth tones to pale high elevations, with directional shading to make ridges and valleys easier to read. Use this mode for general orientation, route placement, and landmark planning.
Slope mode calculates local grade from neighboring height samples. Green represents gentler terrain, yellow marks increasingly steep areas, and red marks the steepest sampled terrain. The color range reaches its maximum at approximately 45 degrees, so steeper samples remain red.
Travel Time mode colors each valid map sample by radial running time from point A using the current Run speed. The legend updates with that speed and uses the following bands:
| Band | Meaning |
|---|---|
| 0–1 minute | Immediate surroundings. |
| 1–3 minutes | Nearby destinations. |
| 3–5 minutes | Short local journeys. |
| 5–10 minutes | Medium traversal zones. |
| 10–15 minutes | Longer uninterrupted travel. |
| 15+ minutes | The most distant areas at the configured run speed. |
Visibility mode checks sampled terrain line of sight from point A. Visible samples are tinted green and samples blocked by terrain are tinted dark red. Cyan and violet rings show the configured object fade-start and fade-end distances. The on-map legend displays the current fade distances.
Landmark Density mode measures every valid map sample against the nearest collected landmark. Green areas are close to a landmark; the overlay moves toward red as distance approaches or exceeds Target Landmark Spacing. Use it to find empty traversal zones, overloaded destination clusters, and areas that may need another settlement, encounter, vista, or point of interest.
Dark checkerboard regions indicate locations where loaded landscape collision height was unavailable. Load the relevant World Partition cells, verify landscape collision, and rebuild the map before using those regions for detailed route or visibility decisions.
Place A, then B. Every later left-click adds an ordered waypoint before B while keeping the destination fixed. Waypoints are evaluated in placement order. Use Undo Waypoint to remove the latest point or Clear Waypoints to return to A → B.
The planner requests a route through every control point using the current built navigation data. If every leg returns a complete NavMesh path, the route is shown in blue and the summary reports a NavMesh route. If any leg is incomplete, the planner uses the ordered waypoint chain with sampled landscape height. With no waypoints, the fallback is a direct terrain-sampled line from A to B.
| Measurement | Description |
|---|---|
| Straight Line | Horizontal point-to-point distance from A to B, independent of waypoints and route shape. |
| Route Distance | NavMesh path length when a complete route exists; otherwise the terrain-sampled waypoint chain or direct terrain line. |
| Ascent | Accumulated positive elevation change along the evaluated route. |
| Maximum Sampled Slope | The steepest evaluated route segment, reported in degrees. |
| Walk / Run / Sprint / Mounted | Estimated duration at each configured movement speed, including the configured uphill time penalty. |
Each route duration is calculated from route distance divided by the selected movement speed, plus the accumulated ascent multiplied by Uphill Time Penalty. The default penalty adds one second per meter climbed.
The default membership tag is WSP_Landmark. Stable identity and names are stored on the actor through WSP_ID= and WSP_Name= metadata tags. Because the ID stays on the actor, designations such as L1 and L2 survive rescans and editor sessions.
Select Manage Landmark Names... to open the landmark panel. The first column shows the stable designation; the second column edits the user-facing name. The map directory always displays both fields. The Show names instead of designations on pins overlay chooses whether the pin itself shows L1 or a name such as Maenara.
| Type | Behavior |
|---|---|
| Persistent Landmark | Uses the configured membership tag, receives a stable L-number, can be named, appears in the landmark directory, and persists with the actor. |
| Selected Actor | Appears temporarily with an S-number and its actor label. It does not receive persistent metadata until tagged. |
Select World Scale Planner Settings... inside the planner to open the complete searchable settings panel. Settings are stored per project and per editor user. Movement-profile values can also be edited directly in the right sidebar.
| Setting | Default | Description |
|---|---|---|
| Walk Speed | 2.0 m/s | Walking speed used for A-to-B travel estimates. |
| Run Speed | 5.0 m/s | Running speed used for route estimates and Travel Time map bands. |
| Sprint Speed | 7.5 m/s | Sprinting speed used for A-to-B travel estimates. |
| Mounted Speed | 11.0 m/s | Mounted, vehicle, or other fast-travel profile used for route estimates. |
| Uphill Time Penalty | 1.0 | Additional seconds added per meter of accumulated ascent. Valid range: 0.0–5.0. |
| Setting | Default | Description |
|---|---|---|
| Map Resolution | 256 | Width and height of the square analytical sample grid. Valid range: 64–512. Changing it resamples the landscape. |
| Target Landmark Spacing | 2.0 km | Desired maximum distance to the nearest landmark used by Landmark Density mode. |
| Landmark Actor Tag | WSP_Landmark | Actor tag used to identify persistent World Scale Planner landmarks. |
| Setting | Default | Description |
|---|---|---|
| Observer Eye Height | 1.7 m | Height above point A used for terrain line-of-sight sampling. |
| Object Fade Start | 5.0 km | Planning distance at which distant objects should begin fading. Drawn as the cyan visibility ring. |
| Object Fade End | 10.0 km | Planning distance at which distant objects should be fully faded. Drawn as the violet visibility ring. |
| Setting | Default | Description |
|---|---|---|
| Planning Grid Spacing | 1.0 km | World distance between planning-grid lines. |
| Show Planning Grid | Enabled | Displays the distance-planning grid over the map. |
| Show Landmarks | Enabled | Displays tagged landmarks and currently selected actors on the map. |
| Show Landmark Names On Map Pins | Disabled | Uses landmark names on persistent pins instead of stable L-number designations. |
| System | Assumption or Limitation |
|---|---|
| World Units | Calculations use Unreal's standard conversion of 100 centimeters per meter. |
| Landscape Sampling | Analysis uses loaded landscape collision height. Unavailable samples are displayed as checkerboard regions. |
| Travel Time Map | Radial bands use horizontal distance from A and the Run speed. They do not follow the A-to-B route. |
| Route Estimate | Uses complete current NavMesh data when available, otherwise an ordered terrain-height sample. It is not a gameplay movement simulation. |
| Slope | Derived from adjacent analytical height samples. Resolution affects how much local detail is represented. |
| Visibility | Tests sampled terrain only. It does not include meshes, foliage, fog, atmosphere, streaming state beyond loaded terrain, or camera/rendering behavior. |
| Fade Distance | Rings are visual planning guides. They do not change culling, LOD, HLOD, fog, or material fade settings. |
| Landmark Density | Uses distance to the nearest collected landmark relative to Target Landmark Spacing. |
| Item | Current Support |
|---|---|
| Unreal Engine | 5.4, 5.5, 5.6, 5.7, and 5.8 with a separate package for each engine version. |
| Platform | Win64 Editor. |
| Module | WorldScalePlannerEditor, loaded only in Unreal Editor. |
| Runtime Impact | None. The plugin has no runtime module and is not required by packaged game targets. |
| Landscape Support | Loaded Unreal Landscape actors with available collision height. |
| Navigation | Uses current built NavMesh data when a complete path exists through all route control points. |
The editor module owns the Tools-menu action, dockable tab, landscape discovery and sampling, analytical textures, route queries, landmark metadata, settings panels, overlays, and editor-viewport focus actions. Analytical data is transient and is rebuilt from the current editor world.