Map Scaler
This is a simple script to be used in the editor which allows to scale the current level.
Version: 1.4
Compatibility: built on Build 2926870 (3/31/2016)
Type: Blueprint
by RattleSN4K3
Key features:
Preview: (Gifv; Mirror)

Preview Undo
Spoiler
Preview Dynamic undo update
Spoiler
Preview Store/Restore selection
Spoiler
Preview Scale selection + Override pivot
Spoiler
Installation:
Usage:
Native support:
In order to fully scale every scale-able and noticeable properties of some actors, the MapScaler
has to use a native plugin. The engine does not support changing some properties from the Blueprint
context, thus the native plugin features some methods to changes these from the MapScaler actor.
Only some light properties of static/stationary lights (including SkyLights, DirectionalLights, etc.)
will require the need of the native support. Depending on the configuration, the MapScaler will state
whether a plugin is required or not in the "Native support" field/property in the details panel.
In order to activate the native support, you only have to install the native plugin. Once installed,
the MapScaler will print out the running version.
Note:
The native plugin is not interchangeable throughout engine versions / editor builds. Everytime the
editor is updated, the MapScaler plugin has to be updated.
Configuration:
The MapScaler has several different options to configure the scaling, what type of objects are scaled,
what properties should be scaled or simply check some data stats. You can find these options in the
details tab while having the MapScaler selected.
Each time any property is changed, the MapScaler will check the map, process some data and stores it into
the local storage. This is used for various features after having scaled a map or undo the scaling. Due to
this mechanism, changing various properties may take time depending on the size / actor count of the map.
Check the MapScaler_Readme.txt for more information.
Download: (Homepage | Source)
Changelog:
v1.4
Native support:
Experimental:
v1.3
v1.2
v1.1
v1.0 - Initial release
Older versions:
Known issues
Credits
This is a simple script to be used in the editor which allows to scale the current level.
Version: 1.4
Compatibility: built on Build 2926870 (3/31/2016)
Type: Blueprint
by RattleSN4K3
Key features:
- Scale down/up an entire map
- Scale only selected objects
- Align irregular Actors to floor or keep them floating
- Non-uniform scaling
- Undo scaling on the fly
- Store/restore selection
- Work on any scaled level, changes will be updated to previous scales
Preview: (Gifv; Mirror)

Preview Undo
Preview Dynamic undo update
Preview Store/Restore selection
Preview Scale selection + Override pivot
Installation:
- Extract the archive
- Move/copy "MapScaler.uasset" into the content folder of Unreal Tournament
('UnrealTournamentEditor' is the root of the editor installation and may differ)
Code:.\UnrealTournament\Content
. - Install the plugin
- Verify if you have these files:
.\UnrealTournamentEditor\UnrealTournament\Plugins\MapScaler\MapScalerPlugin.uplugin
.\UnrealTournamentEditor\UnrealTournament\Plugins\MapScaler\Binaries\Win64\UE4Editor-MapScalerPlugin.dll
Usage:
- Open your map
- Place the "MapScaler" actor into your map
- Select the actor and set up "Scale factor" to your desired scale
- Click on "Scale" once in order to start the process
- After the scaling process is done, which should be immediately, you can delete the actor
Note 1: Most of the action checkboxes (like "Scale Level", "Undo", etc.) won't be shown as ticked ever.
Note 2: Keep in mind, that some lighting properties are also scaled. Always check the scaling properties
Native support:
In order to fully scale every scale-able and noticeable properties of some actors, the MapScaler
has to use a native plugin. The engine does not support changing some properties from the Blueprint
context, thus the native plugin features some methods to changes these from the MapScaler actor.
Only some light properties of static/stationary lights (including SkyLights, DirectionalLights, etc.)
will require the need of the native support. Depending on the configuration, the MapScaler will state
whether a plugin is required or not in the "Native support" field/property in the details panel.
In order to activate the native support, you only have to install the native plugin. Once installed,
the MapScaler will print out the running version.
Note:
The native plugin is not interchangeable throughout engine versions / editor builds. Everytime the
editor is updated, the MapScaler plugin has to be updated.
Configuration:
The MapScaler has several different options to configure the scaling, what type of objects are scaled,
what properties should be scaled or simply check some data stats. You can find these options in the
details tab while having the MapScaler selected.
Each time any property is changed, the MapScaler will check the map, process some data and stores it into
the local storage. This is used for various features after having scaled a map or undo the scaling. Due to
this mechanism, changing various properties may take time depending on the size / actor count of the map.
Check the MapScaler_Readme.txt for more information.
Download: (Homepage | Source)
MapScaler v1.4 | (MapScaler only) |
MapScaler v1.4 incl. Plugin v1.4 build 3 (2926870) | (MapScaler + Plugin) |
MapScaler Plugin v1.4 build 3 (2926870) | (Plugin only) |
Changelog:
v1.4
- Added: Optional native backend
- Added: Matinee sequences scaling (movement track)
- Added: Light properties scaling (e.g. Directional, Point, Sky)
- Added: Fog properties scaling (Exponential, Atmospheric)
- Added: Undo data updates for new actors
- Added: Option to scale selected objects only
- Added: Option to choose custom pivot (for scaling)
- Added: Option to store and restore selection actors
- Added: Map info in data section
- Added: Ignoring additional actors when scaling (Pickup token, Camera actors)
- Added: Info about resulting scale if multiple scaling processes were done
- Added: Properly revert scaling for mixed undo data (all/selected)
- Added: Option to use pivot's bounding instead of center
- Removed: Component scaling not used anymore
- Changed: Transform selection restored (for proper grid)
- Changed: Proper data size calculation
- Changed: Proper tooltips for various properties
- Changed: Minor changes to clean up code
- Fixed: Crash for scaling with a factor of 0.0
- Optimized: Aligning of pickup classes (and tokens)
- Optimized: Dropping actors' initialization
- Optimized: Iteration of undo data
- Optimized: Snapshot data check
Native support:
- Added: Notifications
- Added: Extended light properties scaling
- Added: Version info
Experimental:
- Added: Mirror mode
v1.3
- Added: Undo system
- Added: Option to turn off debug messages in output log
- Changed: Renamed "Update" to "Scale"
v1.2
- Added: Field for ignoring specific actor/object classes for scaling
- Added: Re-align pickup bases on floor
- Added: Re-align player starts on floor
- Added: Option for re-aligning pickup bases
- Added: Option for non-uniform scale
- Added: Option for scaling Jump pad properties
- Changed: Removed debug code
- Fixed: Minor issues (such as typos, code cleanup, etc.)
v1.1
- Added: Scale BSP
- Changed: Hide irrelevant categories
v1.0 - Initial release
- Scale actors (such as StaticMeshActor, SkeletalMeshActor, etc.)
Older versions:
- MapScaler_v1.0.zip
- MapScaler_v1.1.zip
- MapScaler_v1.2.zip
- MapScaler_v1.3.zip (Mirrors: [1] by Stevelois | [2] by CaptainMigraine)
. - Old preview | Gifv
Known issues
- Fixed v1.2: Pickups are not properly aligned to the floor after scaling (due to base being offset from the actor origin)
- Fixed v1.4 (native): PointLights (and other component specific actors) are not scaled.
Credits
- CaptainMigraine - Initial idea
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