Building Your First Level · Beginner · 13 min
Add a Floor, Walls, Sky and Player Start to Make a Real Space
Turn an empty level into an enclosed room you can actually stand in: lay a floor and walls from simple shapes, add a proper sky, and drop a Player Start so you spawn in the right place when you press Play.
Before this: Place, Move, Rotate and Scale Actors in UE5, Block Out Your First Level with Simple Shapes
- Lay a floor and four walls using shape actors to make an enclosed space
- Add a sky so the level isn't a black void
- Place a Player Start and understand why it matters
- Press Play and spawn standing inside your own room
From empty void to a place you can stand in
Right now your level is probably an empty grey expanse — or worse, a black nothing. In this lesson we'll fix that by building the four things every playable space needs: a floor to stand on, walls to enclose it, a sky overhead so it doesn't look like deep space, and a Player Start that tells Unreal exactly where to drop you when you hit Play.
None of this requires any art, modelling or code. We'll use Unreal's built-in shape actors — a flat box for the floor, taller boxes for walls — exactly the way professional level designers 'block out' a space before a single piece of finished art exists. By the end you'll press Play and find yourself standing inside a room you built. That moment, the first time the level is genuinely yours to walk around in, is the one that hooks most people.
Four words to lock in first
Tap a card to flip it
Before you start
Tick these so the steps line up with what's on your screen:
- An open level — a fresh 'Basic' or 'Empty' level is ideal, or carry on from your blockout lesson
- You can comfortably select, move, rotate and scale actors (the W / E / R gizmo keys)
- You can fly the camera around with right-mouse + WASD
- The Place Actors panel or the green '+ Create' / 'Quickly Add' button is visible in the toolbar
Build the room, sky and spawn point
Work top to bottom. Each row stays ticked even if you close the page and come back, so you can step away mid-build.
- 1Lay the floor
Open the green '+ Create' (Quickly Add) button in the top toolbar, go to the Shapes submenu, and drag a Cube into the viewport. (A Plane works too, but a thin Cube has real thickness so you can never fall through it.)
With the cube selected, press R for the Scale tool and stretch it out wide and flat — something like 20 on X and Y and 0.2 on Z — to make a broad, thin slab. Set its position to roughly 0,0,0 so it sits at the world origin.
TipType exact numbers into the Location and Scale boxes in the Details panel on the right instead of eyeballing the drag — precise, repeatable, and far less fiddly.
- 2Stand up the first wall
Drag in another Cube. Scale it so it's long, tall and thin — a wall shape. Move it (W for the Move tool) so its base sits on the floor at one edge.
It's normal for the wall to start half-buried in or floating above the floor. Nudge it on the Z (blue) axis until it rests neatly on the surface.
TipTurn on grid snapping (the magnet icons in the top-right of the viewport) so walls click into tidy, aligned positions instead of landing at random sub-pixel offsets.
- 3Copy the wall three more times
Select your wall and press Ctrl+W to duplicate it (or hold Alt and drag the move gizmo to drag-copy). Position the copy along the opposite edge of the floor.
Make two more copies and rotate them 90° (press E for the Rotate tool, or type 90 into the Z rotation in Details) to close off the remaining two sides. You now have four walls boxing in the floor.
TipAlt+drag on a move-gizmo arrow makes a copy and positions it in one motion — the fastest way to lay out repeated pieces like walls or pillars.
- 4Add a sky
An empty level often has no sky, so everything above the walls is pure black. Open the '+ Create' menu and look under 'Visual Effects' (or 'Lighting') for SkyAtmosphere, and place one — instantly you get a blue sky and a horizon.
Even simpler: open Window → Env. Light Mixer (the Environment Light Mixer). It has buttons to add a Sky Atmosphere, a Sky Light, a Directional Light (your sun) and clouds in one place, so you can set up a complete sky in a few clicks.
TipIf the sky looks blue but the room is gloomy, you're missing light, not sky. Adding a Directional Light (the sun) and a Sky Light from the Env. Light Mixer fixes the darkness — that's the focus of the next lesson.
- 5Place the Player Start
In the '+ Create' / Place Actors panel, find 'Player Start' (it's under Basic, and you can also type 'Player Start' into the panel's search box). Drag it into the middle of your room.
Lift it slightly so its base sits just above the floor — a Player Start buried in the floor or floating high up can spawn you stuck or falling. The little blue arrow on it shows which way you'll be facing; rotate it to point where you want the player to look.
TipThink of the Player Start's arrow as the player's nose. Aim it at the most interesting part of your room so the first thing they see is your best work.
- 6Press Play and check it
Click the Play button in the toolbar (or press Alt+P). You should spawn standing on your floor, inside your walls, under a sky.
Walk around with WASD and look with the mouse. If you spawned somewhere odd, stop play (Esc), nudge the Player Start, and play again.
TipPress F8 while playing to 'eject' from the character and fly the editor camera around the running game — brilliant for spotting a gap in your walls or a wall that isn't reaching the floor.
Shortcuts that make blockout fast
- W Move tool — drag the selected actor along the arrows
- E Rotate tool — spin a wall 90° to close a corner
- R Scale tool — stretch a cube into a floor or wall
- Ctrl W Duplicate the selected actor in place
- Alt drag gizmo Copy the actor and position the copy in one motion
- End Snap the selected actor straight down onto the surface beneath it
- Alt P Play the level (start Play-in-Editor)
You pressed Play but you spawned outside the room, or fell through the world into a black void. What's the most likely cause?
If there's no Player Start in the level, Unreal usually spawns the player at the world origin (0,0,0) — which may be outside your room or even below your floor. Add a Player Start inside the room and you'll spawn there instead.
If you DID place a Player Start but still fell through, it's probably sitting below your floor surface, or your floor is a flat Plane with no thickness that the player slipped past. Lift the Player Start so it rests just above the floor (the End key helps), and use a thin Cube rather than a Plane so there's solid geometry to stand on.
Two ways to get a sky in your level
Place a single SkyAtmosphere from the '+ Create' menu. It simulates the real atmosphere, giving you a believable blue sky and a soft horizon that reacts to your sun's angle.
Best when you just want a quick, realistic sky and you'll add the sun and sky light yourself. It's the modern default Unreal uses in its own template levels.
Open Window → Env. Light Mixer. It gives you one tidy panel with buttons to add a Sky Atmosphere, a Sky Light, a Directional Light (sun) and volumetric clouds.
Best when you want a complete, well-lit outdoor setup in a few clicks rather than placing each actor separately. It also lets you tweak them all from one place afterwards.
QuizCheck yourself
1What is a Player Start actor for?
A Player Start is a spawn marker. Its arrow even sets which direction the player faces on spawn. No Player Start, and you typically spawn at the world origin (0,0,0).
2Why prefer a thin Cube over a Plane for a floor you'll walk on?
A Plane has essentially no thickness and players can fall through it, especially at edges. A thin Cube has real volume and is reliably solid to stand on.
3Your level is a black void above the walls. What's the quickest fix?
An empty level has no sky by default. Adding a SkyAtmosphere (or using the Env. Light Mixer to add sky and lighting) fills that black void with a proper sky and horizon.
Build a complete, enclosed, playable room from scratch: a thin-Cube floor, four walls that fully box it in with no gaps, a SkyAtmosphere overhead, and a Player Start in the centre facing the most interesting wall. Press Play and walk a full lap of the room without escaping it or falling through the floor.
Hint 1
Floor: drag in a Cube, press R, scale it wide and thin (around 20, 20, 0.2), and set its location to 0,0,0.
Hint 2
Walls: build one, then Ctrl+W or Alt+drag to copy it; rotate two of them 90° on Z to close all four sides. Use the End key to drop each onto the floor.
Hint 3
Sky: '+ Create' → place a SkyAtmosphere, or open Window → Env. Light Mixer.
Hint 4
Spawn: drag in a Player Start, lift it just above the floor, and rotate its blue arrow toward the wall you like best.
Place a Cube, scale it to roughly 20/20/0.2 at location 0,0,0 for the floor. Place a second Cube, scale it long-tall-thin into a wall, and press End to seat it on the floor. Duplicate it (Ctrl+W) to the opposite edge, then make two more copies and rotate them 90° on Z to close the remaining sides — check the corners overlap slightly so there are no gaps.
Add a SkyAtmosphere from '+ Create' (or open the Env. Light Mixer and add Sky Atmosphere + Sky Light + Directional Light for a lit version). Finally drag in a Player Start, lift it just above the floor, and aim its arrow at your favourite wall.
Press Alt+P. You should spawn standing in the centre, under a blue sky, able to walk a full lap without escaping. If you do escape, use F8 to eject and fly around to find the gap, then fix that wall.
You can now
If you can tick all of these, you've built your first real playable space:
- Make a solid floor and four enclosing walls from shape actors
- Seat actors neatly on a surface with scaling, the gizmo, and the End key
- Add a sky with SkyAtmosphere or the Environment Light Mixer so the level isn't a void
- Place and orient a Player Start so you spawn standing inside the room
- Press Play and confirm the space holds you in
Mark this lesson complete
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Questions beginners ask
Do I need a Player Start in every level?
For any level you intend to play, yes — it tells Unreal where to spawn the player and which way to face. Without one, you'll usually be dropped at the world origin (0,0,0), which is often outside or below your level. Some levels (like a pure cinematic or a menu) don't need one, but a walkable space does.
My room is dark even though I added a sky. Why?
A sky actor gives you something to look at, but it isn't a light source on its own. You need a Directional Light (the sun) and usually a Sky Light to actually illuminate the interior. The Environment Light Mixer can add all of those at once, and the next lesson covers lighting in detail.
Should I really build whole levels out of plain boxes?
Yes — that's exactly what professionals do first. It's called a blockout (or greybox): you nail down layout, scale and flow with cheap, fast-to-edit shapes, then replace them with finished art later. Building art-first and changing it constantly is far more painful than reshaping a few cubes.
What's the difference between a Plane and a Cube for a floor?
A Plane is a flat sheet with essentially no thickness; it looks fine but players and physics can sometimes pass through it. A Cube has real volume, so a thin, flattened Cube makes a floor that's reliably solid to stand on. For anything walkable, use the thin Cube.