Building an Architectural Tool Inside Unreal Engine

A year and nine months ago I decided to move my entire workflow directly into Unreal Engine and leave behind the endless ArchiCAD → Blender → Unreal import/export cycle.

Before this project I didn’t even know what a variable, cross product, dot product or computational geometry was.

I started from absolute zero.

These last year and nine months were full of geometry chaos, engine crashes, sleepless nights and moments where I almost gave up :grinning_face_with_smiling_eyes:

But this is the first step that finally felt real enough to share.

The goal is simple:
my wife and I are architects and I want to reach a point where we can model directly inside Unreal Engine without constantly jumping between different applications.

There are still many problems:
— gaps at complex intersections
— wall deletion sometimes leaves unnecessary points behind
— undo/redo still terrifies me :grinning_face_with_smiling_eyes:

At the moment I’m still using Unreal’s default selection gizmo, but I already started researching how to build a custom gizmo and interaction workflow.

I work much faster than what you see in the video. While recording, my hands were literally shaking from excitement because for the first time it genuinely felt like this chaos was slowly turning into a real tool.

Starting tomorrow it enters real production work.

Next quests:
— runtime converter
— slash tool

The Unreal adventure continues.

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