Ideas to be included in UE4 (Construction Script and Hair Tool)

Hi,

So I’ve been watching the making of Assassin Creed Unity’s Demo and I saw a construction script they used to generate random buildings and streets from modular assets in order to draw an entire city very quickly. I think it’s a really nice feature that should be included in UE4.
Demo: Making Assassin's Creed Unity: Part 2 - Next Generation Technology - YouTube

Also, UE4 needs some tool for character’s hair. A tool that can help the modeling and simulation process of a next generation character’s haircut.

For the construction script, unfortunately, I am very busy right now and I will not be able to work on it, but I would love to hear some ideas on how to build such a script (script’s logic, functions, structure, etc.), maybe in my spare time I might work on it, or some other programmers might give it a shot.

Thank You

I agree that having some kind of construction script would be amazing.
Back in UDK we had proc buildings which is similar, although not as powerful.
I’m not sure if it would be included in the engine(although I hope it will) as it’s a bit specific and depend a lot on the art style of a game, might have to look at the community for something for this. I’m guessing it would be doable with blueprints, hopefully someone will take on a project like that, I would certainly pay for it.

Doing a construction script like that isn’t very hard, and there are already simple examples in the Content Examples, for example the fence. You either use a blueprint construction script or via C++ you can override OnConstruction(const FTransform& Transform) on actors.

Actually such construction script is a little hard (but not too much) you need to first to set IDs to the modular assets like Roof, Wall, Window, Door, etc.
Then for the roof you need to set the roof right edge, middle, left edge, the middle is a repeatable asset, then you need to set multiple roofs pieces with materials instances to create some sort of variation.
then you need to set which assets are compatible with other assets in order to create different themes or different types of roof that differs not only in length.
then you need to create a script that measure the area and create the random buildings, also that script need to recognise the modular asset’s length and set them side to side.
Finally an option should be added to quickly modify part of the constructed building, like number of floors, or just change on asset while keeping the rest of the building intact.

A little off the topic, but 3ds max has one called ghostTown.