PavZ Modkit

Modkit Wiki

Reference for everything in the PavZ modkit — every PavZ_* actor you place in your map, the navigation and data assets they depend on, and the example content that ships alongside them.

Get the modkit on mod.io UGC3268102

Core / Setup

PavZ_Director

The per-map settings hub. Place exactly one per level to configure zombie difficulty, the starting loadout, and per-map metadata for the whole match. Also holds the Encounters map used for scripted zombie encounter areas.

VariableTypeDefaultDescription
ZBodyCountint10Target number of zombie bodies kept spawned at once.
ZombieDamagePerHitfloat12.0Damage a zombie deals per attack.
ZombieRespawnTimeMinfloat4.0Low end of the random delay (seconds) between zombie respawns.
ZombieRespawnTimeMaxfloat8.0High end of that same respawn delay range.
BaseZThreatAmountint3Baseline zombie "threat" per player, before any ZThreatVolume markers add to it.
ZombieSpawnMinDistancefloat3000.0Closest a new zombie is allowed to spawn to a player.
ZombieSpawnMaxDistancefloat10000.0Farthest a new zombie is allowed to spawn from a player.
ZombieWalkableFloorAnglefloat70.0Steepest floor slope (degrees) zombies can walk on.
ZombieMaxStepHeightfloat50.0Tallest step/ledge zombies can climb.
bEnableStartingItembooltrueWhether players spawn holding a starting weapon.
PlayerSpawnItemIdnamesawedoffItem ID given as the starting weapon.
EncountersMapnullScripted encounter zones and their configured encounter data.
MapNamestringnullThis map's display name.

Zombies & Threat

PavZ_ZombieSpawner

A zombie spawn point. PavZ_Director's idle/mob spawner lists are built from these, feeding the runtime spawn and periodic-respawn systems.

VariableTypeDefaultDescription
WanderRadiusfloat1000.0How far a spawned zombie will wander from this point while idle.

PavZ_ZAI_Volume_Box

A box volume marking where idle zombies live and encounters take place. Per the actor's own in-editor comment: "Place this in level to encompass encounters and everywhere idle zombies are spawned. This is used to aggro zombies from bullets being fired." Gunfire inside this volume pulls zombies toward the sound.

VariableTypeDefaultDescription
BoxExtentVector5000, 5000, 5000Half-extents of the box.
Note: should cover your entire playable zombie-populated area, not just a small pocket of it.

PavZ_ZThreatVolume_Box

Adds extra zombie "threat" within a box-shaped area, on top of PavZ_Director's baseline. Use this to make specific areas (a loot-dense building, an objective) noticeably busier with zombies than the map's default.

VariableTypeDefaultDescription
ZThreatAdditionint1Threat points added while a player is inside this volume.
BoxExtentVector5000, 5000, 5000Half-extents of the box.

PavZ_ZThreatVolume_Sphere

Same as PavZ_ZThreatVolume_Box, but sphere-shaped - use whichever shape fits the area better.

VariableTypeDefaultDescription
ZThreatAdditionint1Threat points added while a player is inside this volume.
SphereRadiusfloat10000.0Radius of the sphere.

Loot Spawners & Airdrops

PavZ_LootSpawner

A lootable crate/item spawn marker. The loot-spawner director discovers every one of these at match start, spawns a real loot-crate actor at its location using its configured settings, and destroys the marker.

VariableTypeDefaultDescription
RespawnTimefloat30.0Seconds before the crate respawns after being looted.
LootTableDataTableNoneWhich loot table this spawner draws from - must be set by hand on the base actor.
bSpawnWithMagazinebooltrueWhether spawned weapons come pre-loaded with a magazine.
bTactiCoolboolfalseWhether to roll cosmetic weapon skins from TacticoolTable.
TacticoolTableDataTableNoneSkin table used when bTactiCool is enabled.
bReplenishesbooltrueWhether the crate restocks loot after being emptied, or is one-time-only.
LootCountint1Number of items rolled per spawn.
bDynamicArmorboolfalseWhether armor pieces roll dynamically (helmet/vest/gas mask logic) instead of from the flat loot table.
bGenerateLootCrateMeshboolfalseWhether to auto-generate a crate mesh, instead of relying on your own level art.
LootMeshStaticMeshSM_Crate1Crate mesh used when bGenerateLootCrateMesh is enabled.
Note: the base PavZ_LootSpawner needs its LootTable assigned manually - if you just want a standard low/mid/high tier crate, use one of the pre-configured variants instead.

PavZ_AirDropRadio

The radio players interact with to call in an airdrop. Converted into a real radio actor at match start.

VariableTypeDefaultDescription
Priceint200Points cost to call an airdrop from this radio, split across the calling squad.
AirDropSpawnsArraynullWhich airdrop drop-points this radio is allowed to call in.

PavZ_AirdropSpawner

A possible drop location for an airdrop crate, linked to one or more PavZ_AirDropRadio markers via their AirDropSpawns list.

VariableTypeDefaultDescription
LootTableDataTableLootTable_AirdropLoot table this drop rolls from.
bSpawnWithMagazinebooltrueWhether spawned weapons come pre-loaded.
TacticoolTableDataTableTacticoolTableAttachements tabled mapped to loottable.
LootCountint2Number of items rolled per airdrop.

Wildlife & Vehicles

PavZ_ChickenSpawner

A wildlife spawn point for huntable chickens.

VariableTypeDefaultDescription
SpawnExtentVector100, 100, 100Random offset range for the chicken's spawn position.
AllowedChickenCountint1Max chickens alive from this spawner at once.
InitialSpawnDelayfloat45.0Delay before the first chicken spawns after match start.

PavZ_VehicleSpawner

A vehicle spawn point.

VariableTypeDefaultDescription
VehicleIdArray"atv"Which vehicle(s) can spawn here - picked at random if more than one is listed.
VehicleRespawnTimefloat60.0Delay before a destroyed/removed vehicle respawns.
InactiveTimefloat300.0How long a vehicle can sit unused before it's considered inactive.
VehicleDespawnTimefloat1200.0How long an inactive vehicle waits before despawning entirely.

Environment

PavZ_Radiation

A radiation hazard zone. Players inside take radiation damage scaled by how deep into the zone they are.

VariableTypeDefaultDescription
RadiationLevelMinfloat0.5Damage level at the outer edge of the zone.
RadiationLevelMaxfloat4.0Damage level at the zone's most intense point.
RadiationInnerRadiusfloat6000.0Radius of the zone's safe/low-radiation inner core.
RadiationSizefloat8000.0Overall radius of the zone.

Doors

PavZ_Door & PavZ_DoubleDoor

A door marker. Converted into the runtime zombie-door actor at match start, which also gets registered into a doors map used by the zombie door-attack/open/lock encounters logic.

VariableTypeDefaultDescription
DoorOpenSoundAudioComponentNoneSound played when the door opens.
InitialDoorStateint1Starting open/closed state.
bInitialLockedboolfalseWhether the door starts locked.
DoorAttackSoundAudioComponentNoneSound played when zombies attack the door.

Navigation Markers

Nav Area and Nav Link Proxy classes - paint these into your map's nav mesh (via a Nav Modifier Volume/Component) rather than placing them as freestanding actors. These are native navmesh classes with no Blueprint graph, so exact cost/traversal values live in each class's defaults in-editor, not in an exportable graph - check there if you need the precise numbers.

Data Tables & Structs

Supporting data assets referenced by name from the loot spawners and airdrop actors above - you won't place these in the level, but you may want to duplicate/edit them to customize drop tables.

AssetUsed by
LootTable_Low / LootTable_Mid / LootTable_HighPavZ_LootSpawner_Low/_Mid/_High
LootTable_AirdropPavZ_AirdropSpawner
TacticoolTableAny spawner/airdrop with bTactiCool enabled
Struct_EncounterRow type used by PavZ_Director's Encounters map
Struct_LootTableRow type for the LootTable_* data tables
Struct_TacticoolTableRow type for TacticoolTable

Example Maps

ExampleMaps/ ships working reference levels with the modkit actors already placed.

MapNotes
PavZExampleMap_BasicMinimal example - core actors only.
PavZExampleMap_AdvancedFuller example, more of the marker types placed together.
PavZExampleMap_SharedShared geometry/data referenced by the other example maps.
Two extra loot tables ship alongside them for the examples specifically: LootTable_Example and LootTable_Gasmask.

Props & Building Materials

Props/ and TrimsSplinesTileables/ ship the static meshes and materials used to build the example maps - free to reuse in your own PavZ map. Each static mesh (SM_*) has a matching material instance (MI_*) and source texture (T_*) of the same name; they're grouped here by what they're for rather than listed 3× over.

Props/ - crates & storage (SM_Crate1, SM_Crate2, SM_CrateMil, SM_Barrel, SM_BinBlock), doors & structure (SM_Door, SM_DoorFrame, SM_DoubleDoorFrame, SM_ConcreteWallBarrier_Single, SM_Sign), vehicles (SM_Car, SM_Hatchback, SM_Truck, SM_Van, SM_Tire), foliage (SM_Cactus1-4, SM_PalmTree, SM_PalmTreeLeafes, SM_Tree, SM_TreeCard, SM_TreeLine, SM_Leaves, SM_Stone01), and street props (SM_TeleDish, SM_TelePhone, SM_TelePole).

TrimsSplinesTileables/ - tileable terrain/trim materials for hand-built geometry: MI_Cliffs, MI_ConcreteCeiling, MI_ConcreteMossy, MI_ConcreteTrim_01, MI_MetalTrim_01, MI_RoadTrim_01, MI_WoodTrim_01, plus a ground blend master material (M_GroundBlend) and two loose detail textures (T_Dirt_Detail, T_Grass_Detail).

UI Widgets

Widgets/ ships the tooltip widgets used automatically by the actors above - nothing here needs to be placed or wired up by hand.

WidgetUsed by
Widget_LootSpawnerTooltipPavZ_LootSpawner (and tier variants) - the interact-prompt tooltip shown when looking at a crate.
Widget_RadioTooltipPavZ_AirDropRadio - the interact-prompt tooltip shown at the radio.
T_Gradient_Full is a supporting texture used by these widgets' background fade.