I have a very large level in Unreal Engine,
and my goal is to generate exact, technically accurate 2D top-down drawings of this entire level, including all objects.
In the end I need actual geometry or vector-based lines that I can use for measurements,
and it is crucial that the scale remains 1:1 and precise.
What is the standard professional way to get an entire UE5 level into a 2D technical drawing format?
Are there specific tools or plugins (free or paid) that are considered “best practice” for this kind of architectural/technical documentation?
I want to avoid “visual-only” solutions like screenshots.
Hey there @AdaptSimon! Welcome to the community! This question somewhat depends on the level and it’s final use case. If the scale is truly large like a landscape as well as meshes, this is a challenge.
If you’re needing like a true architectural style technical blueprint of everything including depth from an orthographic slice, my usual recommendation is trying to export your scenes as meshes to another program built more explicitly for it like using something akin Rhino3D’s Make 2D utility then transferring to something like AutoCAD for manipulation. Though with truly large levels, that workflow is quite difficult due to data sizes.
What would the technical drawings be for if I may ask? Would a mesh slice/height map mixture suffice? There are some options but most of them are visual unfortunately.
Thanks for the welcome and for your answer.
I have had a lot to do at work, so apologies for the delay in responding.
To answer your question, these drawings are for accurately planning a large exhibition that will take place in a trade hall. The scene and hall are quite large (125m x 77m x 7m). One challenge is that many objects in the scene have different measurements at different heights (overhangs, etc.), so I need to capture that accurately.
I’m very curious to learn more about the slice/height map mixture solution you mentioned. I’ve heard of this, but I haven’t found any tutorials on how to actually set it up in Unreal. Could you explain the workflow for that?
I appreciate the recommendation for Rhino and AutoCAD. I don’t have access to those right now, but I will look into them. As you mentioned, the biggest hurdle is definitely the massive data size of the level. Any advice on how to handle this ‘grid-by-grid’ or in chunks to keep the editor stable while extracting data would be amazing. Thanks!"