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# Add A Volume

This is a Basic Procedure tutorial page. It explains how to perform a single procedure which is required in many different contexts.

## Overview

Volumes are a new concept in the UT2003 Unreal Engine. They are a region of space in which certain behaviour is defined. In a sense they take over from:

- zoning for gravity, water, etc
- Invisible collision hull for collision

## Instructions

### Make a brush shape

Volumes can be any shape (concave bad though? someone confirm?), so UnrealEd uses the red builder brush to define a shape, in excatly the same way as making brushes.

Choose a brush builder button from the brushbuilders section of the toolbox:

- click the button to get the default settings
- right-click to call up a parameter window.

Most volumes will be made with the cube builder, so for this:

1. right-click the cube builder button
2. enter the height, width and breadth you want
3. click "Build"

### Add the volume

Right-click the button

Right-click on the Add Volume button in the left toolbox area and select type of volume you want. These are:

- BlockingVolume
- Volume
- LadderVolume
- PhysicsVolume
- DefaultPhysicsVolume
- PressureVolume
- WaterVolume – water
- SnipingVolume
- LavaVolume
- xFallingVolume
- LimitationVolume
- HitScanBlockingVolume

Category To Do – add a little bit about each one....

A white cube will now appear in your level: this is the Volume actor. You can move it as you would a brush.

If you're working with water or lava, you'll need to add a sheet or a FluidSurfaceInfo if you want the water to have a visible surface. Volumes just contains the physics, nothing more.

## Related Topics

- Working With Volumes

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