Create or Edit a World Using Build Mode#
A guide to editing, asset placement, dependencies, and map handling in HELIX Build Mode
1. What is Build Mode?#
- Build Mode is a sandbox runtime editor in HELIX.
- It allows you to create Worlds by simply dragging and dropping assets — no coding required.
- You can:
- Place meshes, materials, and prefabs.
- Edit maps in real time.
- Add scripts and dependencies directly from within the session.
- Availability:
- Pre-Alpha & Closed Alpha: Single-player worlds only.
- Open Alpha (Q4 2025): Multiplayer Build Mode with collaborative building support.
2. Accessing Build Mode#
- Build Mode is only available in single-player worlds (for now).
- To enter Build Mode:
- Create a new world via Create World.
- Or join an existing world via Join World.
- Not available if:
- You create a multiplayer server.
- You join an existing multiplayer session.
- Shortcut: Press
Nto toggle Build Mode once inside a world.
3. Object Placement#
- Basic: Drag-and-drop objects directly into the scene.
- Works with static assets (meshes, props) and materials.
- Vehicles & complex physics objects:
- Dragging them directly can cause physics glitches.
- Best practice: Hold Shift while dragging.
- The object only spawns when you release the mouse, reducing instability.
4. Managing Dependencies#
- Worlds start with no dependencies.
-
Open the Vault dialog (same as main menu) from Build Mode to:
- Add dependencies.
- View and manage downloaded packages.
-
Added dependencies appear in:
- Dependencies list.
- Downloads tab (with live progress).
-
Pack files: If dependency is a
.pak, its assets mount into the Library tab.
5. Using Vault Assets in Build Mode#
- You can place meshes, materials, and native Unreal levels from dependencies.
- Level Instances:
- Dragging a native level creates a level instance.
- Great for static content, but limitations exist:
- The level reference replicates in multiplayer.
- Objects inside do not replicate — e.g., a car placed inside appears differently for each client.
- Solution: Convert static/native levels into dynamic/editable maps using the Dereference tool.
6. Player Start Actor#
- Place a Player Start Actor to define:
- Where your avatar spawns in single-player.
- Teleport location in Build Mode.
- Saved/published spawn points persist when reopening the world.
7. Reference Tracking Limitations#
- No automated warnings for removing dependencies with referenced assets.
- Removing such a dependency will break references after reload.
- Manage dependency cleanup manually for now.
8. Downloading New Assets During Build#
- From the Vault panel inside Build Mode:
- Download a new package.
- Add it as a dependency.
- Place its assets immediately in your scene.
- Active downloads appear in the Vault list and Downloads tab.
9. Materials (Work in Progress)#
- Basic material placement works, but there are known glitches.
- Drag-and-drop may fail in certain cases until the feature is finalized.
10. Best Practices#
- For multiplayer compatibility, keep interactive objects outside static/native level instances.
- Use Shift + Drag for large/complex objects.
- Convert maps to dynamic ones if they’ll contain interactive content.
- Save workspaces frequently.



