Unreal Engine 5.5 - Building Generator

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  • เผยแพร่เมื่อ 8 ก.พ. 2025
  • 🛒 Available for purchase on Fab!
    fab.com/s/636c...
    previous videos:
    Tile-by-Tile Building Roof Generation
    • Unreal Engine 5.5 Adva...
    Making Procedural Building Generator with PCG Grammar
    • Making Procedural Buil...
    In this video, I'll show you how to use the building generator tool to create impressive buildings from scratch. We'll start by making shapes for the buildings using the spline, and then we'll work with some new meshes downloaded from Fab. You'll see how to apply these meshes directly onto the building and adjust the parameters to ensure everything aligns perfectly.
    I've also been working on different types of roofs, so you'll get to see a variety of roof options in this video. These enhancements, including hipped, gable, and flat roofs, are possible thanks to the use of Geometry Script. This powerful tool also allows you to use materials or spawn tiles, combining Geometry Script and PCG. If you're interested in learning more about how to use Geometry Script with PCG, let me know in the comments.
    Thanks to ‪@RyanSchmidtEpic‬ for his help in getting the roof to work.
    #BuildingGenerator #ArchitectureDesign #GeometryScript #PCG #ModularBuildings #Fab #Tutorial #UnrealEngine #procedural

ความคิดเห็น • 11

  • @RealNoobmaster
    @RealNoobmaster 4 วันที่ผ่านมา +1

    I'm also making my own asset pack and struggling with a roof. Who did u contact? Would also love to implement this one to my pack. All the best!
    yeah, seems like i skipped the video part where you showed him haha. Is that a private discord channel or unreal one?

    • @YazanHanna
      @YazanHanna  3 วันที่ผ่านมา

      I contacted him on his Discord. I will be making tutorials on PCG and Geometry Script soon. Maybe it will help you.

  • @snackshelper4880
    @snackshelper4880 5 วันที่ผ่านมา

    hey! this looks amazing, i wanna start working on unreal engine too, and i would love to know what hardware do you have , or recommend. thanks for the video.

    • @YazanHanna
      @YazanHanna  4 วันที่ผ่านมา +1

      @@snackshelper4880
      Thank you!
      Here are my hardware specs:
      🔴 CPU: AMD Ryzen 7 7700 8-Core Processor
      🔴 Memory: Kingston KF560C36-16 DDR5-4800 16GB (x2)
      🔴 Storage: SSD Kingston SNV2S1000G
      🔴 GPU: NVIDIA GeForce RTX 4070
      As for recommendations, it really depends on what you'll be doing in Unreal Engine. If your projects are similar to what I have in this video, these specs are more than enough-I was getting over 100 FPS in the editor without even enabling Nanite.
      For large open worlds dense in assets, I do get lower than 30 FPS in the editor. However, you can make it work with some optimization.
      Hope this helps!

    • @snackshelper4880
      @snackshelper4880 4 วันที่ผ่านมา

      Thanks a lot!​@@YazanHanna

  • @ibrahima.6005
    @ibrahima.6005 2 วันที่ผ่านมา

    Hey man! awesome work! New game dev here. I want to get your building generator but i have a few questions. What are the dimension of the wall etc I want to make my own walls doors ..

    • @YazanHanna
      @YazanHanna  2 วันที่ผ่านมา

      Hey man! Thanks for your kind words and interest in my building generator!
      To address your questions:
      The tool is designed to be flexible and adaptable to various dimensions. It measures the dimensions of the meshes you provide and places them based on their specific dimensions.
      Important Points:
      ⚪Consistency in Height: The wall, window, door, and corner (optional) meshes need to have the same height. In some cases, as shown in the video, the door height was different, so I had to scale it using the tool's parameters, which still worked perfectly.
      ⚪Depth: The depth of the mesh can vary, especially if it has a lot of external design details. The tool can handle these variations without any issues.
      ⚪Length (Along the Wall): The length is also flexible for windows, doors, and corners, depending on their design. For walls, the typical range is about 50 to 100 units.
      ⚪Example Dimensions (Formatted as Length, Depth, Height):
      🔴Wall: (50, 50, 300)
      🔴Window: (200, 50, 300)
      🔴Door: (150, 50, 300)
      🔴corner: (80, 80, 300)
      🔴Trim: (50, 30, 30)
      Note: The trim and corner are optional. You always have the flexibility to make small scale adjustments.
      I have created custom meshes for the tool before, such as for a wooden house, and it was very easy to do. If you decide to get the tool and need any help, please feel free to email me at the provided address. I'd be happy to assist!

  • @istealpixel7371
    @istealpixel7371 2 วันที่ผ่านมา

    Hello, the roof is cool. I have 3 questions:
    1. What about the interior? Does it only look good from the outside? Then it's pointless, at least for my use, even if the roofs really appeal to me^^ Are there floors? Otherwise it's just not really playable.
    2. Is there a way to insert new windows alternately for wall meshes without windows? For example, for run-down houses that only sometimes have functioning windows.
    3. If you produce a lot of houses, is there an option in your tool to save them as an instance for performance reasons?
    Many thanks, and it is definitely one of the better PCG building tools as far as I can tell from the video.

    • @YazanHanna
      @YazanHanna  วันที่ผ่านมา +1

      Hello,
      1 Interior: No, there is no interior provided since it's designed to be fully procedural. Creating detailed interiors would require a trained AI model, but you can certainly design the interior yourself if needed. And yes, just like the flat roof, you can use it to generate floors with a small modification to the PCG.
      2 Window Placement: Yes, you can customize the placement of windows in the PCG. You can filter all the window points and use the Match and Set Attribute node. This node can randomly assign attributes to the points, allowing you to give the windows multiple meshes (e.g., some may be destroyed, others functional, for variation). This way, your windows will have a lot of variations.
      3 Instance Creation: Yes, Since it's PCG, even within the house, the meshes are instanced. The walls aren't a single mesh; instead, they are instanced modular meshes used multiple times throughout the house. This makes the tool perform well, as you saw in the video where I had more than 100 FPS (without enabling Nanite on the meshes).
      And You can save the generated building using PCG with Clear PCG Link, which will create an instance of the building, allowing you to duplicate it as many times as you want.

    • @istealpixel7371
      @istealpixel7371 วันที่ผ่านมา

      @@YazanHanna thx for the answer 👍

    • @YazanHanna
      @YazanHanna  วันที่ผ่านมา

      @@istealpixel7371 anytime!