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86% OFF 5.7-5.5 - V1.0 Future Updates

Grid Placement System

$ 3.00 Original Price $ 21.99

Compatible:
  • UE4

  • UE5

    • Category: Blueprints
    • Author:Yureka
    • Release: Sep 22, 2025
    Name Version Update Info Comments Status
    Grid Placement System 5.4 - 5.7 5.7-5.5 - V1.0 UE5 READY

    Grid Placement System

    A powerful and flexible grid-based object placement framework for Unreal Engine 5.
    It features precision controls, multi-surface support, and intuitive UI components - making it perfect for any builder games.


    Playable Demo : HERE

    Preview Video : HERE
    Documentation : HERE

    Public Discord : HERE

    • Plug-and-play into any project

    • Procedural infinite grid material

    • Snap-to-grid placement with fully configurable sizes

    • Multi-surface support (floors, walls, roofs)

    • Precision (free-form) mode for detailed adjustments

    • Real-time placement validation with clear error feedback


      ? Input & Camera Integration

    • Built on the Enhanced Input System

    • Customizable Input Mapping Contexts

    • Works seamlessly in both FPP and TPP

    • Runtime camera optimized for placement mode

    • Full keyboard and mouse support out of the box

      ? Visual Feedback

    • Grid per surface

    • Color-coded indicators (Green = valid, Red = invalid)

    • Preview meshes with outline materials

    • Directional arrows for easy orientation

      ?️ UI Components

    • Ready-to-use widgets for object selection

    • Category-based filtering and search support

    • Customizable item widgets

    • Simple integration with your existing UI

      ⚙️ Developer Friendly

    • Full Blueprint and C++ support

    • Modular, component-based architecture

    • Exposed settings for quick iteration

    • Easily extensible for custom workflows

    ? Quick Setup

    1. Only needs 2 Components
      Add these to your Player Pawn Blueprint:

      class UPlacementSystemComponent* PlacementSystem;
      class UPlacementObjectRegistry* ObjectRegistry;

    2. Initialize the System
      Call: InitializePlacementSystem(); via PlacementHelper in Blueprint.

    3. Register Placeable Objects
      Use: RegisterObject(); via PlacementHelper // For individual placeable object

      or define them in FPlaceableObjectDataTable.
      Both methods work seamlessly.

    4. Create UI
      Use the built-in default UI, or seamlessly integrate with your own custom UI.

    5. Start Placement
      Begin placing objects with:

      StartPlacing(AMyChair::StaticClass());

    Build your own Sims-style creative experience, and happy runtime designing!

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