Aura can generate full 3D level blockouts from natural language descriptions. Describe the space you want and Aura will build the geometry directly in your level using the new Level Design Agent. It can also populate your levels with scattered assets using PCG.

ℹ️ Make sure you're in Agent mode to use the Level Design Agent.
⚠️ The Level Design Agent is in alpha. Save and back up your project before using it. Use it on an empty or dedicated test level to avoid unintended changes to your project.
Describe the structure you want and Aura will plan a zone layout, validate it for structural correctness, and then build the geometry piece by piece. You can continue to make edits to your blockout using natural language.
Examples
"Create a blockout of a multiplayer team deathmatch fps map."
"Create a blockout of a two-story office building."
"Add a large hangar to the middle of the map"
"Replace this placeholder cube with a lookout tower"

The Level Design Agent includes three scatter workflows powered by PCG. You can distribute meshes across surfaces, fill volumes, or scatter objects along a spline.
Distribute assets across a landscape or mesh surface.
Examples
"Scatter 200 pine trees across the terrain with random rotation and scale variation."
"Place rocks randomly across the cave floor with some scale variation."
Fill a bounding volume with objects, anchored to a specified surface (floor, ceiling, or walls).
Examples
"Fill the dungeon room with stalactites on the ceiling."
"Place rubble across the floor of the collapsed hallway."
The Level Design Agent takes multi-modal input. You can provide images to inspire the blockout.
Save often to avoid losing any work.
Use a dedicated test level. The Level Design Agent creates many geometry actors. Starting on a clean level makes it easier to review results and undo changes.
We're actively working on improving the Level Design Agent. It'll only get better from here!
Undo/redo behavior
GeometryScript-generated meshes are dynamic actors. Undo/redo may be inconsistent. If a partial undo puts the level in an unexpected state, use the History panel carefully or revert to a saved version.
Spiral staircases on non-standard floor heights
Spiral staircase vertical offsets are calculated from the specified floor height. If your floor heights are irregular, top and bottom landings may not align flush with the floor. Check stair connections after generation.
Arches at diagonal angles
Arch orientation is derived from the adjacent wall's facing direction. Arches placed against walls at diagonal angles may not orient correctly. Adjust manually if needed.
Large blockouts and performance
Very large or complex prompts can generate many geometry actors at once. If the editor becomes slow during generation, try breaking the request into smaller sections.
PCG: Large graphs
PCG graphs with 50+ nodes may produce verbose node-listing output. If the response is truncated, ask Aura to describe a specific section of the graph rather than the whole thing.
PCG: Version differences
PCG node type names and property paths can differ between UE 5.3 and later versions. If an edit fails on 5.3, try rephrasing with more explicit node names.