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Align Actors

Snap multiple actors into alignment along one or more axes. Pivot Tool aligns actors using their pivot-adjusted bounding-box bounds, so the alignment respects any custom pivot position you have set.

Before you begin

  • Select at least two actors in the viewport. Alignment operates on the current selection.

Align to last selected actor

Line up all selected actors to the last selected actor's position on a chosen axis.

  1. Select the actors you want to move.
  2. Hold Ctrl and click the reference actor last.
  3. In the Align Actors area, click X, Y, or Z to align on that axis.

Every selected actor (except the reference) moves to match the reference actor's position on the chosen axis. Positions on the other axes remain unchanged.

To align on all three axes at once, click the All button. All selected actors move to the reference actor's exact world position.

Align by bounding-box min or max

Align actors using the minimum or maximum extent of their bounding boxes on a given axis.

  • Click +X, +Y, or +Z to align the maximum extent on that axis.
  • Click -X, -Y, or -Z to align the minimum extent on that axis.

This is useful for flush-aligning walls, floors, or modular pieces where you want edges to meet rather than centers to overlap.

Mirror alignment

When mirror buttons are visible, clicking the Mirror variant of an axis button flips the alignment direction. The selected actors mirror their positions relative to the reference actor on the chosen axis.

Align rotation

Match the rotation of selected actors to the last selected actor on individual axes.

  1. Select actors and pick a reference (last selected).
  2. In the Align Actors area, use the rotation alignment buttons for Roll (X), Pitch (Y), or Yaw (Z).

Each selected actor's rotation component on that axis updates to match the reference actor.

Coordinate space

Pivot Tool respects the editor's current coordinate system setting:

  • Auto — uses the editor's default behavior.
  • Local — aligns relative to the reference actor's local axes.
  • World — aligns along world axes.

Switch coordinate space from the options dropdown in the Align Actors area.

Align after setting the pivot

Alignment uses each actor's pivot as its reference point. Change the pivot first with a preset, then align — this gives you edge-to-edge or corner-to-corner alignment without manual math.


Next: Manage Mesh Sockets — turn pivot positions into reusable sockets for attachment and spawning.