Build the scene.
Then take it with you.
An in-game FiveM editor that places props, vehicles and peds with one tool — and finishes the job: a real, startable ymap resource and a map that comes back after every restart.
Place anything.
15,946 props, 843 vehicles and 830 peds in one catalogue, under one gizmo. Paint the car, tint its windows, give the ped a pose — it all saves with the map. Most editors stop at props.
Fifty props, one drag
Hold B, pull a rectangle, and the whole selection moves as one. Align, distribute, mirror, rotate, rescale — one action, one undo, per player.
Your map leaves the editor
Export writes a complete, startable resource with real streaming extents. Stop the editor entirely and the map is still standing.
Every prop comes back
Placements live on the server and are pushed to every player on join. Same coordinates, same rotation, same scale.
Stop building maps you cannot move.
See it running
The full walkthrough, recorded in game — placement, editing, fill and export from start to finish.
The parts other editors skip
These are frames from the game, not illustrations. Scroll to move through the deck.







No longer props only
The same editor now places 843 vehicles and 830 ped models. Switch the catalog between Object / Ped / Vehicle — the gizmo and every editing tool behave identically across all three.
What you see is what gets built
Fill spawns real translucent props before anything is written — scale variation, spacing, height jitter and slope alignment all visible while you tune them. The preview and the result run through the same code, so the ghosts are not an approximation. Array duplicate repeats a selection along a line or around a circle.
Everything else it does
The parts that do not need an animation to explain themselves, but that you will use every session.
Scale that sticks
Size props with T or type an exact value. Scale is stored with the prop and survives rotation, resync and export.
Named projects
Save a map under a name, load it back, or merge one into another. Every load is backed up first and one undo away.
Per-player undo
Undo and redo track your own actions, so two builders on the same server never revert each other.
Layers
Group work into layers, hide what you are not touching, and export a single layer on its own.
Light placement
Place and tune spot and point lights with on-screen locators, so you can see where a light actually is.
Import with staging
Bring a map in as translucent ghosts, position it, drop it to the ground, offset or rotate it around its own centre, then commit.
World prop removal
Suppress the GTA V objects that are in your way — permanently, and for everyone on the server.
Framework-native permissions
The editor opens only for players your own ACE, QBCore or ESX rules allow. There is no parallel permission list to maintain.
15,946 props indexed
Search the full catalogue by concept as well as by name, keep favourites, and build your own categories.
Ped and vehicle placement
Vehicles and peds place, move, layer and export exactly like props. Peds can be given an idle pose; vehicles can be locked and made invincible.
Vehicle paint and mods
Primary and secondary colour, pearlescent, wheel colour, window tint, plate and 18 modification slots — editable while placing and afterwards, stored with the map.
aty-ui interface
All sixteen panels now speak one design language. Not a single browser-default control remains — sliders, switches and the colour picker included.
Ten keys, no conflicts
Every binding was checked against the others and against the default game controls. Press H in the editor for the full sheet.
At a glance
- Frameworks
- ESX, QBCore, standalone via ACE
- Requires
- aty_lib, ox_lib
- Exports
- YMAP resource, JSON, Lua, Blender
- Prop catalogue
- 15,946
- Interface
- English, Turkish
- Updates
- Free for life via Keymaster
Questions people actually ask
Stop building maps you cannot move.
Props, traffic and crowds from one in-game editor — with an export that produces a resource you actually own.