City Builder Template Tutorial - How to use your own buildings:
https://i.imgur.com/9qD1AYu.png
https://i.imgur.com/IHdaeWY.png
City Builder Template is a 100% Blueprint powered template to help you create a city builder game. This template features two different buildings, residential and commercial building. Both of them are derived from a base class which you can use to create new building types easily. Out-of-the-box, this template supports two currencies and they are normal and premium currencies. Normal currency can be earned in game and premium currency you can earn in any way you want in your game (for example purchase using real money or trading etc).
Features:
Multiple buildings
Day/night actor
Economy System
Save Load game state
Simple road system
Player XP and level up system
Destroy Buildings
v1.2
Building construction clip effect is now a material function for easier reuse.
Renamed Mask to Emissive in M_Building.
EmissiveTexture (previously MaskTexture) no longer requires Mask sampler type texture.
Changed building emissive textures to default and srgb turned on.
v1.3
Fixed compiler errors
Fixed roads construction through building
Added building rotation
Added player camera rotation
Added simulation states (speed)
Changed zoom speed from 200 to 600
v1.4
Option to set multiple meshes per building class
v1.5
**Added Simulated vehicles
**
Number of Blueprints: 20
Number of Widget Blueprints: 9
Number of Static Meshes: 8
Number of Materials: 6
Number of Material Instances: 10
Number of Textures: 36 (16x16 to 2048x2048)
Number of Levels: 2 (Demo Map and Main Menu)
Input: Keyboard and Mouse
Replicated: No
Supported Development Platforms: Windows, Mac, Linux
Supported Target Build Platforms: Windows, Mac, Linux, iOS, Android
Thank you for the template guys. Hey, for some reason this project screws up the pull down menus in the UE editor window. When I click “File” for instance, the box with “save”, “saveas” etc is floating away from the bar at the top, and I can’t actually click on any of the menu items. It only happens with this project for some reason. Thoughts?
This is an issue with 4.25, we have submitted the fix to the marketplace which will be available shortly. If you want to fix it yourself, go to Config folder and open DefualtEditorPerProjectUserSettings.ini file and set ***bEnableWindowAnimations = false ***
One more question…I was hoping to use this template as foundation to create a multi-player, turn based game. I quickly added host/join functionality to the main menu. But digging in to the player controller code, it looks like everything hinges on the “Singleton” object. Would it be a complete rework of the code to add multi-player LAN functionality? (I noticed a “City-Networked” map in the folder structure, but it doesn’t appear to do much)
This template is exciting to see be developed, although i feel, to match the sim-city genre it has a long way to go to provide the basic features required ( vehicles, pedestrians, industrial/commercial lots etc )
Fantastic template! I recently bought it to toy around in. Any ideas on adding little cars to the roads? I was thinking that some cars that just randomly drive around the streets would really make the city look alive. Any help blueprinting this would be appreciated. good work YetiTech.
That would be amazing. I feel like that is one of those small details that would really elevate the template. I pre-emptively bought this because I could see that it was actively being worked on and that it would probably be going up in price!! Yes, cars would be nice. Even if they were just little cubes moving around.
Added vehicles.
Simulation state change is now bound in Base Actor and all child actors can override the bound event.
New option in BP_CBT_TimeOfDay to set rotation of sun to player.