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.
The Level Design Agent (LDA) is in V1 and builds blockouts using basic UE primitives and Dynamic Mesh Actors. It blocks out buildings with windows and interior spaces using real-world architectural dimensions (in centimeters), and does its best to connect staircases, doorways, and paths, which you can then edit or replace as needed.
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."
"Make a detailed blockout of a 3-story building with stairs and windows."
"Make a blockout of a military base that is 100x100m, with barracks, guard towers, and a perimeter wall."
"Add a large hangar to the middle of the map"
"Replace this placeholder cube with a lookout tower"
LDA organizes the resulting geometry into proper folder structures so you can edit individual zones or convert them into Blueprints from there.

You can turn any blockout into a reusable Blueprint asset. Drag the geometry from the Outliner into chat and ask Aura to convert it.
Example
This is great for creating reusable building pieces, set dressing modules, and any geometry you want to instance across a level.
LDA can set up your landscape for texture painting end-to-end. Describe the terrain you want and Aura will create the landscape material with multiple paint layers, and fill the base layer — no manual material setup required.
Example
Aura can generate landscape heightmaps from prompts and apply them to your landscape. Heightmap quality has been significantly improved as of v0.13.7, so even vague prompts produce usable terrain.
Examples
"Generate a heightmap of rolling hills with a river valley running through the middle."
"Create a mountainous heightmap with a flat plateau in the center."
The Level Design Agent currently includes two scatter workflows powered by PCG. You can distribute meshes across surfaces of your landscape and fill volumes. You can also scatter Blueprint assets (including ones converted from your blockouts) using PCG volumes, currently limited to one type per volume.
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
Work in smaller chunks rather than full maps. Try prompts like "Make a detailed blockout of a 3-story building with stairs and windows" and edit from there.
Reference images and top-down maps can guide design decisions, but treat them as directional rather than exact. LDA takes multi-modal input — provide images to inspire the blockout.
Convert reusable pieces to Blueprints early. Once you've blocked out a building or prop you'll use more than once, drag it from the Outliner into chat and have Aura convert it to a BP.
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.