In case i use an empty building asset bought from market, which is the right way
to create interiors, usually the buildings on market store are empty inside, is there
some specific procedure to follow to create interiors , especially when it comes to streaming and nav mesh, or i can go and add rooms and furniture in a normal way?
Hey @Frankdragon!
Typically the insides of buildings and such, if they’re “empty” as you say, meaning no innards whatsoever… They’re meant to be used as set dressing, or if you were to have an inside part, you’d stream in the “Inside level” before the door is opened. Possibly when the player steps on the doormat.
Hi Frankdragon,
Another way is to have one room blueprint (or various ones) and move it into place with a trigger - that way it just reuses single rooms and is very efficient.
I have a tool on the marketplace made for exactly this type of thing (it’s 70% off in the sale atm) - here is a link to a tutorial on using single room instances:
and here is the product:
For example this tool : Procedural Building Generator in Blueprints - UE Marketplace
Which is free on marketplace allows creation of buildings but for what I saw on tutorials it only takes care of exteriors of buildings not interiors but obviously the buildings are not supposed to be used only as dressing I guess. So in this case is there a tutorial or some simple rules to take these empty buildings and create interiors upon them?
If you are not going to do the @Mind-Brain thing of using, say, the door as some transition point, to stream to an “inside level”, I would recommend a few things:
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You will have to modify the mesh to allow access to inside the, say, empty building.
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Then you would have to design the inside of the build (floor, walls, ceiling) to, essentially build out the insides of the building.
What you want to do is very similar to making a cave under a terrain; however, UE has tools to make a hole in the terrain where you will have to get creative to make a hole in the static mesh.
Maybe you can edit the mesh in, say, Blender and then re-import the mesh with the “hole” for gaining access to the insides. You can remove polygons in the UE static mesh editor; however, not super easy and depending on the static mesh, you may not be able to make a reasonable/desirable “hole” for gaining access to the inside.
If/when you get a mesh you want with the hole, you can use the use-complex-as-simple collisions option to keep the building “solid” yet allow your character to go thru the created hole.