Unreal Engine Bunker Builder Tool
Budget: $750 – $1,500 AUD
I’m looking for an Unreal Engine developer who can create a custom editor tool that lets me sketch bunker footprints directly onto a landscape, then automatically wraps the chosen bunker mesh around the spline and sculpts the surrounding terrain. The workflow must be entirely visual—think a clean panel with buttons for “Start Bunker,” “Add Point,” “Close Spline,” and “Apply”—so I can stay in the viewport without touching a command line.
Edge style flexibility is critical. I need to drop in smooth, jagged, layered, or any future bunker profile and have the tool swap them in instantly along the lip. Terrain deformation should be driven by manual numerical fields or with sliders and transform nodes where I can type exact offsets, fall-off distances, and depth values for each spline instance rather than relying on presets or sliders.
Ideally you would create some mesh example of the bunker edges to show functionality. I am looking to achieve results not less than the image attached.
To be production-ready, the solution should:
• plug into Unreal 5 as either a C++/Blueprint plugin or an Editor Utility Widget,
• accept additional bunker meshes via a simple list or folder watch,
• generate collision and LODs exactly as the source meshes provide,
• modify UE Landscape height data non-destructively (undo/redo friendly),
• expose all numeric controls in the details panel for per-spline tweaking,
• include a sample level and brief PDF or markdown guide that walks through setup, usage, and how to add new edge profiles.
If this sounds like your wheelhouse, let’s talk implementation details and timelines.
Edge style flexibility is critical. I need to drop in smooth, jagged, layered, or any future bunker profile and have the tool swap them in instantly along the lip. Terrain deformation should be driven by manual numerical fields or with sliders and transform nodes where I can type exact offsets, fall-off distances, and depth values for each spline instance rather than relying on presets or sliders.
Ideally you would create some mesh example of the bunker edges to show functionality. I am looking to achieve results not less than the image attached.
To be production-ready, the solution should:
• plug into Unreal 5 as either a C++/Blueprint plugin or an Editor Utility Widget,
• accept additional bunker meshes via a simple list or folder watch,
• generate collision and LODs exactly as the source meshes provide,
• modify UE Landscape height data non-destructively (undo/redo friendly),
• expose all numeric controls in the details panel for per-spline tweaking,
• include a sample level and brief PDF or markdown guide that walks through setup, usage, and how to add new edge profiles.
If this sounds like your wheelhouse, let’s talk implementation details and timelines.