[Tool Request / Proposal] City Generation toolset for Unreal engine 4

Hey Epic,

I have a tool request / Tool Proposal for Unreal Engine.

I am writing this out of frustration as it is just too time consuming to make large scale Urban environments in UE4.
Same can be said with small scale environments around Town Sized.

Namely I do not want to hand place 1000+ Stop signs, Street Lights, Buildings, etc. I think it can be done better through procedural methods while still retaining control over the scene.

I know that this is a specific tool to request but it is also a very specific problem that I am facing and I am sure other are as well.

It has taken me around an entire day to write this and research which you can find at the bottom of the document.

Thank you for your time,

HeadClot

This will be nice to have in the UE4 something like this at least like a base tool for this procedural environments (grass, trees, objects) using some type of logic tree of where go to place (with support to BP) not only to place random items, work with logic things too.

that would be great, maybe procedural placement of road signs and buildings around road splines like Unigine advertises
https://developer.unigine.com/devlog/20140604-mesh-utils-randomizer-p5

WOW!

I did not know that Unigine did city generation / Importing. That is truly amazing :slight_smile:

Actually this quite easy to do in blueprints already.
It took me a bit of climbing on the learning curve and its still not perfect, but stuff likethis is already possible.:

https://forums.unrealengine.com/showthread.php?67946-How-to-change-mobility-setting-for-new-static-mesh-components&highlight=fassade

and

https://forums.unrealengine.com/showthread.php?68646-Still-a-problem-with-acessing-a-child-actor-component-s-variables&highlight=fassade

I really hope that the options for the construction script will improve over time, so we can build real “prefabs” this way…
Maybe thats what they are working on here (?): https://trello.com/c/m8MshQdP/616-blufabs

I did not know you could do this with BP going to have a deeper look at those threads :slight_smile:

Giving this a bump.

I just updated the original post.

Hi HeadClot

It might work as a C++ Plugin. A plugin for procedural city generation!

No need to make any critical change in the source code of the Editor or in the engine, it is only one interface with a set of modular procedural assets and widgets that will share existing resources within the Unreal!. I am also proposing something similar in my topic “Procedural Plant Generator. It’s not the Crazy Idea, is it?” just because, If both IDV or Epic will not to create one robust plugin, can be someone else does it before, And we can see it in Marketplace.

B

You have a point. Don’t know why I Just did that.

Thanks for the valuable input :slight_smile: