Launch Pad & Your First Dungeon
Clone a production-ready sample, build your first procedural dungeon, then sculpt a GPU voxel cave with noise and volumes.
Tutorials, walkthroughs and previews, grouped by what you’re trying to do. Every one is free on YouTube, and the docs go deeper on each topic.
Install the plugin, clone a sample from the Launch Pad and build your first level.
Clone a production-ready sample, build your first procedural dungeon, then sculpt a GPU voxel cave with noise and volumes.
The GPU voxel engine, the interactive theme editor and PCG integration, in ninety seconds.
The flow builders: grow paths, branch and merge them, place keys and locks.
Design a level as a graph of paths, loops, keys and locks, and let a builder turn it into geometry.
Grow a main path, branch and merge alternate routes, add keys, locks and enemy spawns, then theme it all the way to the Foundry look.
Grow paths on a tile grid, chain key-locks that can never soft-lock the player, then add elevation, water and noise-driven overlays.
Map your meshes to markers, theme right in the viewport, and place props by pattern.
Map meshes onto the markers your layout emits, then control which one wins with probability and Stop If Selected.
Drag meshes straight into the viewport. Every matching spot in the dungeon updates live, and the theme graph stays in sync.
The Foundry theme, start to finish: selection rules, the Pattern Matcher, corner walls, and ceiling and ground props that never overlap or block a path.
Shape and paint the landscape around your dungeon, and carve voxel caves.
Non-destructive terrain shaping that blends your landscape into the generated dungeon.
One component, and the landscape carves itself around the dungeon on its own edit layer, surviving every rebuild.
Paint landscape materials by distance from the dungeon, then pin a hand-placed room into the procedural layout.
Tune voxel noise, sculpt ramps with volumes and carve a hidden underground room. Part of the first-dungeon walkthrough.
Spawn players into the dungeon, build it on every client from one seed, and give them a map.
Three components, two game mode overrides and one build call on Begin Play. Works in single player and multiplayer.
Host a session, preview the dungeon together in the lobby, then travel everyone into the level, with late joiners dropping straight in.
Retrofit the Build System onto a project with its own game mode and spawn logic, using Epic's Game Animation Sample.
Two components and the built-in canvas widget give you a working minimap in your HUD.
Open a full-screen dungeon map on Tab, with mouse pan and zoom.
Stack outline, crosshatch, shadow and border layers in the minimap theme editor to turn a layout into a fantasy map.