Setwright

Level design tools for the Unreal Editor

Pivots, align, distribute, drop to floor, vertex snap, duplicate, randomize, replace and mirror, in one panel. Every action is one undo step, and the panel shows in blue what is already true for your selection.

Setwright Pro: on Fab in October 2026 Setwright Free: on Fab in October 2026

Free and Pro

The free version is a real tool, not a demo: nothing in it is locked. Pro adds the tools that work on a whole scene.

ToolFreePro
Pivot on 27 points of the actor box, with previewYesYes
Align min, center, max on X, Y, ZYesYes
Distribute with equal gapsYesYes
Drop to floor, on the real lowest verticesYesYes
Restore, keyboard shortcuts, right click menuYesYes
Pivot on the mesh surfacePro
Bake the pivot into a copy of the meshPro
Batch pivots from the Content Browser, with RestorePro
Pivot audit of a folder or of the projectPro
Snap to vertex: move or copy, one click per modular piecePro
Duplicate in a line, a grid or a circle, with live previewPro
Randomize turn, offset and scale around the pivotPro
Replace with Content Browser assets (random pick)Pro
Mirror, or mirrored copyPro
Drop to floor following the slopePro

Get started

  1. Get Setwright Free or Setwright Pro on Fab. Pro contains everything in Free: install only one of them.
  2. In the Epic Games Launcher, open your Fab library and click Install to Engine (Unreal Engine 5.8).
  3. Open your project, go to Edit > Plugins, search for Setwright, enable it and restart the editor.
  4. The Setwright panel opens by itself the first time. After that: the Setwright button in the main toolbar, Window > Setwright or Tools > Setwright. Dock it next to the Details panel.

Windows, Unreal Engine 5.8. Editor only: Setwright adds nothing to your packaged game.

How it works

The reference is the last actor you select. Align lines everything up on it, Mirror uses its pivot, Duplicate follows its rotation. Its name shows in the Align card: click it to select only that actor.
Blue means already done. The panel checks your selection several times a second: the pivot it has, the alignments already true, how many actors already touch the floor. No guessing, no clicking twice.
One action, one undo step. Ctrl+Z undoes any Setwright action as a whole. Restore (top of the panel) puts the selected actors back where they were before Setwright first moved them, even after other changes, until you close the editor.
Violet means Pro. Every card folds with a click on its title, and the panel remembers it, so you keep only the tools you use. Settings are kept per project.

Tools

Pivot FREE

Moves the pivot of the selected actors to one of 27 points of their box, without moving the geometry. The three grids are the bottom, middle and top of the box, seen from above. Hover a square to see the point in the viewport, click to apply. Reset puts the pivot back on the origin of the actor.

Top Middle Bottom blue: bottom center, already applied

PRO Box / Surface: in Surface mode the pivot goes to the point of the mesh closest to the chosen point of the box. On a sphere, a cylinder or a rock, the top corner lands on the rim instead of in the air.

PRO Bake pivot into mesh makes the pivot permanent: it creates a copy of the mesh with its origin on the pivot (all LODs, simple collision and sockets follow), and uses it on the selected actors. Nothing moves on screen and your original mesh is never changed. Actors that share a mesh and the same pivot share one copy.

Batch pivots in the Content Browser PRO

Select static meshes in the Content Browser, right click, Set pivot (Setwright), then pick bottom center, center, top center or bottom corner. The meshes themselves change: all LODs, collision and sockets follow. Meshes already placed in the open level stay exactly where they are, instanced meshes included.

  • Restore original pivot in the same menu puts back the pivot each mesh had before Setwright changed it, at any time, even after saving.
  • Nothing is saved until you save the meshes. Engine meshes are never changed.

Ctrl+Z cannot undo a batch pivot: the mesh geometry is not part of the undo history, so the history is cleared (the engine does the same for other asset operations). Restore is the way back. Other levels and Blueprints that use these meshes are not adjusted.

Pivot audit PRO

Right click a folder in the Content Browser, Audit pivots (Setwright), or check the whole project from Tools > Setwright > Audit the pivots of the project. Setwright finds the meshes whose pivot is outside the mesh (often exported at their position in a scene) and tells where every other pivot is.

The results go to the Message Log (Setwright page, every mesh clickable). Setwright then offers to select the meshes to fix in the Content Browser: right click > Set pivot fixes them all at once.

Snap to vertex PRO

Click Start snapping to vertices. Hovering the viewport highlights the vertex under the cursor.

  1. Click a vertex of another object: the pivot of the selection lands exactly on it.
  2. To use a vertex of the selection instead of its pivot, click it first: it turns blue. Then click the target vertex.

Move / Copy: in Copy mode a copy lands on the vertex and becomes the selection. The blue point follows the copy, and the corners of the copy are targets too: pick the left corner of a wall once, then click its right corner, again and again, to build a row of modular pieces with one click per piece. Hold Alt to do the other mode for one click.

  • Only a click snaps. Dragging still box selects, and Alt + drag still orbits the camera.
  • Esc in the viewport forgets the blue point. A second Esc, or the button, stops snapping. Esc elsewhere (a text field, a menu) is left alone.
  • The blue point stays on the selection: undo a snap, or move the actor with the gizmo, and it follows.
  • Works on static meshes, rotated and scaled, and on each instance of instanced meshes (ISM, or foliage with collision), using their exact authoring vertices. Spline meshes are bent along their spline and are not offered.
  • Starting Play In Editor stops snapping, so the game gets its clicks.

Align FREE

Select two actors or more: the last one is the reference and never moves. Each row is an axis (X red, Y green, Z blue) and each button lines up the lowest side, the center or the highest side of every actor with the same side of the reference. Blue buttons are alignments already true.

Distribute FREE

Select three actors or more and pick an axis: the two at the ends stay in place, and the others move so that the gaps between all of them are equal. Sizes are taken into account: a large crate and a small one get the same space between them as two small ones.

Drop to floor FREE

Drops each selected actor onto the surface right below it. The selected actors do not land on each other, and static meshes use their real lowest vertices: a turned sphere or cone touches the floor instead of floating on its box. The button tells how many actors are already on the floor.

PRO Follow slope also tilts each actor, around its pivot, so it stands on the slope below it: rocks, debris, props on a hill.

Duplicate: line, grid, circle PRO

Keep the mouse over the Duplicate card: the copies are drawn in the viewport and follow the settings as you change them. The copies follow the rotation of the reference, so a turned wall is duplicated along its own axis.

  • Line: number of copies, axis (X, Y, Z of the reference), gap. Gap 0: the copies touch. Negative: they overlap.
  • Grid: columns along X, rows along Y, gap, the selection included.
  • Circle: select a chair, then the table last: the chair is copied around the table (the table is the center and is not copied). With a single actor selected, the center is in front of it, at the radius you set (on its X axis, negative to put it behind). Arc: 360 for a full circle. Turn copies makes every copy face the center.

Several actors can be duplicated as a group. Originals and copies stay selected, so the whole set moves at once. One undo step removes all the copies.

Randomize PRO

Breaks the repetition of props. Set how much each actor may turn (around its own Z, Y and X axes), move (along world X, Y, Z) and scale (from, to), then click Randomize. Turns and scale happen around the pivot, so a rock with its pivot at the bottom stays on the ground.

Each click is a new draw from the same starting point: clicking again rerolls instead of piling up. Move an actor by hand and it becomes its new starting point.

Replace PRO

Select actors in the level, then one or more static meshes or Blueprints in the Content Browser, and click Replace. With several assets selected, each actor gets one at random: click again for another pick.

  • Position, rotation, scale, folder and tags are kept. A custom label is kept, a default label follows the new asset.
  • Static mesh actors replaced by a static mesh keep every other setting: only the mesh changes. Material overrides stay on the slots that have the same name in the new mesh, and an actor that draws the mesh it already has is left untouched.
  • Place by Bottom: the bottom center of the new actor goes where the bottom center of the old one was. Useful to swap greybox cubes for final meshes whose pivot is different.

Mirror PRO

Mirrors the selection across the pivot of the reference, along X, Y or Z. Hover an axis button to see the mirror plane and the result. Flip mirrors the selection itself, Copy makes a mirrored copy and keeps the original.

Lights, decals and cameras turn with the mirror: a spot light aimed at a wall is aimed at the mirrored wall.

Tip: move the pivot of the reference to one of its edges first (Pivot card), and the mirrored copy lands right against that edge.

Shortcuts and menus

Every Setwright action is an editor command. None has a shortcut by default, so none of yours is overridden: give them yours in Edit > Editor Preferences > General > Keyboard Shortcuts, category Setwright.

The same actions are in the right click menu on actors, in the viewport and the Outliner: Setwright > pivot presets, drop to floor, distribute, and in Pro snap to vertex, duplicate, randomize, replace, mirror and bake pivot.

FAQ

Does Setwright change my assets?
Only two tools touch assets, and both say so before acting: Bake pivot creates a new copy of the mesh (the original is never changed), and Batch pivots changes the meshes you selected, with Restore to go back. Everything else only moves actors in the level.

Does it change physics or collision settings?
No. Bake and Batch pivots move the simple collision with the geometry, nothing else.

Which engine versions?
Unreal Engine 5.8 on Windows. Each new Unreal version is supported within 30 days of its release.

What about attached actors?
Select a parent and its children together and they move once, with the parent, for every tool. Copies keep the same attachments.

Why do some tools refuse during Play In Editor?
The engine does not create actors in the level while the game runs. Stop Play to duplicate, mirror a copy, snap a copy or replace.

Can I use Free and Pro together?
Install one of them. Pro contains everything in Free.

Is it in my packaged game?
No. Setwright is an editor plugin: it is not compiled into your game.

Can I use it in commercial projects?
Yes, under the Fab license you bought it with. Your levels never depend on Setwright: what it creates is plain engine content.

Support

Support opens with the release on Fab, in October 2026: the address will be here.

Bugs are fixed for free in updates, and each new Unreal version is supported within 30 days.

Changelog

1.0.0 (October 2026): first release.