Medieval Village Environment

I got tired of manually placing each floor, wall and roof combination, so I whipped up this blueprint. It lets you add a roof, floors and walls and automatically sets them up in the right spots.

To reproduce…

  1. make a new Blueprint Class based on Actor.

  2. Make a Static Mesh variable called Roof, and two Static Mesh arrays called Floors and Walls respectively. Then make a Static Mesh Component array variable called MeshComps. Last, a float variable called WallHeight (set it to 300).

  3. Make a function called “AddMeshComponent” and put this code into it



Begin Object Class=K2Node_FunctionEntry Name="K2Node_FunctionEntry_354"
   Begin Object Class=EdGraphPin Name="EdGraphPin_36118"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36117"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36116"
   End Object
   Begin Object Name="EdGraphPin_36118"
      PinName="Mesh"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMesh')
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3423.EdGraphPin_36076'
   End Object
   Begin Object Name="EdGraphPin_36117"
      PinName="RelativeTransform"
      Direction=EGPD_Output
      PinType=(PinCategory="struct",PinSubCategoryObject=ScriptStruct'/Script/CoreUObject.Transform')
      LinkedTo(0)=EdGraphPin'K2Node_AddComponent_78.EdGraphPin_36006'
   End Object
   Begin Object Name="EdGraphPin_36116"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_AddComponent_78.EdGraphPin_36001'
   End Object
   ExtraFlags=201457664
   SignatureName="AddMeshComponent"
   bIsEditable=True
   Pins(0)=EdGraphPin'EdGraphPin_36116'
   Pins(1)=EdGraphPin'EdGraphPin_36117'
   Pins(2)=EdGraphPin'EdGraphPin_36118'
   NodeGuid=764FA1E94AE620D800891F9460A41062
   CustomProperties UserDefinedPin Name="RelativeTransform" IsArray=0 IsReference=0 Category=struct SubCategoryObject=/Script/CoreUObject.Transform 
   CustomProperties UserDefinedPin Name="Mesh" IsArray=0 IsReference=0 Category=object SubCategoryObject=/Script/Engine.StaticMesh 
End Object
Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_591"
   Begin Object Class=EdGraphPin Name="EdGraphPin_35996"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_35995"
   End Object
   Begin Object Name="EdGraphPin_35996"
      PinName="self"
      PinFriendlyName="Target"
      PinType=(PinCategory="object",PinSubCategoryObject=BlueprintGeneratedClass'/Game/MedievalVillage/Scenes/RandomHouse.RandomHouse_C')
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_35995"
      PinName="DefaultSceneRoot"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.SceneComponent')
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3397.EdGraphPin_36055'
   End Object
   VariableReference=(MemberName="DefaultSceneRoot",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_35995'
   Pins(1)=EdGraphPin'EdGraphPin_35996'
   NodePosX=832
   NodePosY=-176
   NodeGuid=13BE7C5C44D0212FE32F2A86ADBE66DE
End Object
Begin Object Class=K2Node_AddComponent Name="K2Node_AddComponent_78"
   Begin Object Class=EdGraphPin Name="EdGraphPin_36008"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36007"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36006"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36005"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36004"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36003"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36002"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36001"
   End Object
   Begin Object Name="EdGraphPin_36008"
      PinName="ReturnValue"
      PinToolTip="Return Value
Actor Component Reference"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMeshComponent')
      LinkedTo(0)=EdGraphPin'K2Node_CallArrayFunction_51.EdGraphPin_36036'
      LinkedTo(1)=EdGraphPin'K2Node_CallFunction_3397.EdGraphPin_36054'
      LinkedTo(2)=EdGraphPin'K2Node_CallFunction_3423.EdGraphPin_36075'
   End Object
   Begin Object Name="EdGraphPin_36007"
      PinName="ComponentTemplateContext"
      PinToolTip="Component Template Context
Object Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/CoreUObject.Object',bIsConst=True)
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_36006"
      PinName="RelativeTransform"
      PinToolTip="Relative Transform
Transform 

Defines where to position the component (relative to its parent). If the component is left unattached, then the transform is relative to the world."
      PinType=(PinCategory="struct",PinSubCategoryObject=ScriptStruct'/Script/CoreUObject.Transform',bIsConst=True)
      LinkedTo(0)=EdGraphPin'K2Node_FunctionEntry_354.EdGraphPin_36117'
      bDefaultValueIsIgnored=True
   End Object
   Begin Object Name="EdGraphPin_36005"
      PinName="bManualAttachment"
      PinToolTip="Manual Attachment
Boolean

Defines whether the component should attach to the root automatically, or be left unattached for the user to manually attach later."
      PinType=(PinCategory="bool")
      DefaultValue="false"
      AutogeneratedDefaultValue="false"
   End Object
   Begin Object Name="EdGraphPin_36004"
      PinName="TemplateName"
      PinToolTip="Template Name
Name"
      PinType=(PinCategory="name")
      DefaultValue="StaticMeshComponent_786"
      AutogeneratedDefaultValue="None"
      bHidden=True
      bNotConnectable=True
      bDefaultValueIsReadOnly=True
   End Object
   Begin Object Name="EdGraphPin_36003"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Actor Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.Actor')
   End Object
   Begin Object Name="EdGraphPin_36002"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3423.EdGraphPin_36073'
   End Object
   Begin Object Name="EdGraphPin_36001"
      PinName="execute"
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_FunctionEntry_354.EdGraphPin_36116'
   End Object
   TemplateBlueprint="/Game/MedievalVillage/Scenes/RandomHouse.RandomHouse"
   FunctionReference=(MemberName="AddComponent",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_36001'
   Pins(1)=EdGraphPin'EdGraphPin_36002'
   Pins(2)=EdGraphPin'EdGraphPin_36003'
   Pins(3)=EdGraphPin'EdGraphPin_36004'
   Pins(4)=EdGraphPin'EdGraphPin_36005'
   Pins(5)=EdGraphPin'EdGraphPin_36006'
   Pins(6)=EdGraphPin'EdGraphPin_36007'
   Pins(7)=EdGraphPin'EdGraphPin_36008'
   NodePosX=240
   NodePosY=-16
   NodeGuid=41A7937D4BE6598CC76D12B9D738B52E
End Object
Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_589"
   Begin Object Class=EdGraphPin Name="EdGraphPin_36026"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36025"
   End Object
   Begin Object Name="EdGraphPin_36026"
      PinName="self"
      PinFriendlyName="Target"
      PinType=(PinCategory="object",PinSubCategoryObject=BlueprintGeneratedClass'/Game/MedievalVillage/Scenes/RandomHouse.RandomHouse_C')
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_36025"
      PinName="MeshComps"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMeshComponent',bIsArray=True)
      LinkedTo(0)=EdGraphPin'K2Node_CallArrayFunction_51.EdGraphPin_36034'
   End Object
   VariableReference=(MemberName="MeshComps",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_36025'
   Pins(1)=EdGraphPin'EdGraphPin_36026'
   NodePosX=352
   NodePosY=160
   NodeGuid=943D29954A01046F46ACE18FED8EF4C6
End Object
Begin Object Class=K2Node_CallArrayFunction Name="K2Node_CallArrayFunction_51"
   Begin Object Class=EdGraphPin Name="EdGraphPin_36037"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36036"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36035"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36034"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36033"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36032"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36031"
   End Object
   Begin Object Name="EdGraphPin_36037"
      PinName="ReturnValue"
      PinToolTip="Return Value
Integer

The index of the newly added item"
      Direction=EGPD_Output
      PinType=(PinCategory="int")
      DefaultValue="0"
      AutogeneratedDefaultValue="0"
   End Object
   Begin Object Name="EdGraphPin_36036"
      PinName="NewItem"
      PinToolTip="New Item
Integer (by ref)

The item to add to the array"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMeshComponent',bIsReference=True,bIsConst=True)
      LinkedTo(0)=EdGraphPin'K2Node_AddComponent_78.EdGraphPin_36008'
   End Object
   Begin Object Name="EdGraphPin_36035"
      PinName="ArrayProperty"
      PinToolTip="Array Property
Array Property Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/CoreUObject.ArrayProperty',bIsConst=True)
      bHidden=True
      bNotConnectable=True
      bDefaultValueIsReadOnly=True
   End Object
   Begin Object Name="EdGraphPin_36034"
      PinName="TargetArray"
      PinToolTip="Target Array
Array of Wildcards

The array to add item to"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMeshComponent',bIsArray=True,bIsReference=True,bIsConst=True)
      LinkedTo(0)=EdGraphPin'K2Node_VariableGet_589.EdGraphPin_36025'
      bDefaultValueIsIgnored=True
   End Object
   Begin Object Name="EdGraphPin_36033"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Kismet Array Library Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.KismetArrayLibrary')
      DefaultObject=Default__KismetArrayLibrary
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_36032"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3397.EdGraphPin_36052'
   End Object
   Begin Object Name="EdGraphPin_36031"
      PinName="execute"
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3423.EdGraphPin_36074'
   End Object
   FunctionReference=(MemberParent=Class'/Script/Engine.KismetArrayLibrary',MemberName="Array_Add")
   Pins(0)=EdGraphPin'EdGraphPin_36031'
   Pins(1)=EdGraphPin'EdGraphPin_36032'
   Pins(2)=EdGraphPin'EdGraphPin_36033'
   Pins(3)=EdGraphPin'EdGraphPin_36034'
   Pins(4)=EdGraphPin'EdGraphPin_36035'
   Pins(5)=EdGraphPin'EdGraphPin_36036'
   Pins(6)=EdGraphPin'EdGraphPin_36037'
   NodePosX=816
   NodePosY=-48
   NodeGuid=A63259DA478C62F85B9276AFB5524AA0
End Object
Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_3397"
   Begin Object Class=EdGraphPin Name="EdGraphPin_36058"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36057"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36056"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36055"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36054"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36053"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36052"
   End Object
   Begin Object Name="EdGraphPin_36058"
      PinName="bWeldSimulatedBodies"
      PinToolTip="Weld Simulated Bodies
Boolean"
      PinType=(PinCategory="bool")
      DefaultValue="true"
      AutogeneratedDefaultValue="true"
   End Object
   Begin Object Name="EdGraphPin_36057"
      PinName="AttachType"
      PinToolTip="Attach Type
EAttachLocation Enum"
      PinType=(PinCategory="byte",PinSubCategoryObject=Enum'/Script/Engine.EAttachLocation')
      DefaultValue="KeepRelativeOffset"
      AutogeneratedDefaultValue="KeepRelativeOffset"
   End Object
   Begin Object Name="EdGraphPin_36056"
      PinName="InSocketName"
      PinToolTip="In Socket Name
Name"
      PinType=(PinCategory="name")
      DefaultValue="None"
      AutogeneratedDefaultValue="None"
   End Object
   Begin Object Name="EdGraphPin_36055"
      PinName="InParent"
      PinToolTip="In Parent
Scene Component Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.SceneComponent')
      LinkedTo(0)=EdGraphPin'K2Node_VariableGet_591.EdGraphPin_35995'
   End Object
   Begin Object Name="EdGraphPin_36054"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Scene Component Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.SceneComponent')
      LinkedTo(0)=EdGraphPin'K2Node_AddComponent_78.EdGraphPin_36008'
   End Object
   Begin Object Name="EdGraphPin_36053"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
   End Object
   Begin Object Name="EdGraphPin_36052"
      PinName="execute"
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_CallArrayFunction_51.EdGraphPin_36032'
   End Object
   FunctionReference=(MemberParent=Class'/Script/Engine.SceneComponent',MemberName="K2_AttachTo")
   Pins(0)=EdGraphPin'EdGraphPin_36052'
   Pins(1)=EdGraphPin'EdGraphPin_36053'
   Pins(2)=EdGraphPin'EdGraphPin_36054'
   Pins(3)=EdGraphPin'EdGraphPin_36055'
   Pins(4)=EdGraphPin'EdGraphPin_36056'
   Pins(5)=EdGraphPin'EdGraphPin_36057'
   Pins(6)=EdGraphPin'EdGraphPin_36058'
   NodePosX=1088
   NodePosY=-112
   NodeGuid=D4397FFC482A2DA1B7AE4183C2B3951C
End Object
Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_3423"
   Begin Object Class=EdGraphPin Name="EdGraphPin_36077"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36076"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36075"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36074"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_36073"
   End Object
   Begin Object Name="EdGraphPin_36077"
      PinName="ReturnValue"
      PinToolTip="Return Value
Boolean"
      Direction=EGPD_Output
      PinType=(PinCategory="bool")
      DefaultValue="false"
      AutogeneratedDefaultValue="false"
   End Object
   Begin Object Name="EdGraphPin_36076"
      PinName="NewMesh"
      PinToolTip="New Mesh
Static Mesh Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMesh')
      LinkedTo(0)=EdGraphPin'K2Node_FunctionEntry_354.EdGraphPin_36118'
   End Object
   Begin Object Name="EdGraphPin_36075"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Static Mesh Component Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMeshComponent')
      LinkedTo(0)=EdGraphPin'K2Node_AddComponent_78.EdGraphPin_36008'
   End Object
   Begin Object Name="EdGraphPin_36074"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_CallArrayFunction_51.EdGraphPin_36031'
   End Object
   Begin Object Name="EdGraphPin_36073"
      PinName="execute"
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_AddComponent_78.EdGraphPin_36002'
   End Object
   FunctionReference=(MemberParent=Class'/Script/Engine.StaticMeshComponent',MemberName="SetStaticMesh")
   Pins(0)=EdGraphPin'EdGraphPin_36073'
   Pins(1)=EdGraphPin'EdGraphPin_36074'
   Pins(2)=EdGraphPin'EdGraphPin_36075'
   Pins(3)=EdGraphPin'EdGraphPin_36076'
   Pins(4)=EdGraphPin'EdGraphPin_36077'
   NodePosX=528
   NodePosY=-16
   NodeGuid=59A9A7B94B319B5D94938787D4DB6B1B
End Object



  1. Put this code into the construction script.


Begin Object Class=K2Node_FunctionEntry Name="K2Node_FunctionEntry_350"
   Begin Object Class=EdGraphPin Name="EdGraphPin_19099"
   End Object
   Begin Object Name="EdGraphPin_19099"
      PinName="then"
      Direction=EGPD_Output
      PinType=(PinCategory="exec")
      LinkedTo(0)=EdGraphPin'K2Node_IfThenElse_239.EdGraphPin_34859'
   End Object
   SignatureClass=Class'/Script/Engine.Actor'
   SignatureName="UserConstructionScript"
   Pins(0)=EdGraphPin'EdGraphPin_19099'
   NodePosX=288
   NodePosY=16
   NodeGuid=0143292C45445A0C0F65B6B5D47DFB10
End Object
Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_491"
   Begin Object Class=EdGraphPin Name="EdGraphPin_34352"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34351"
   End Object
   Begin Object Name="EdGraphPin_34352"
      PinName="self"
      PinFriendlyName="Target"
      PinType=(PinCategory="object",PinSubCategoryObject=BlueprintGeneratedClass'/Game/MedievalVillage/Scenes/RandomHouse.RandomHouse_C')
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_34351"
      PinName="Floors"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMesh',bIsArray=True)
      LinkedTo(0)=EdGraphPin'K2Node_CallArrayFunction_45.EdGraphPin_34828'
      LinkedTo(1)=EdGraphPin'K2Node_MacroInstance_172.EdGraphPin_34874'
   End Object
   VariableReference=(MemberName="Floors",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_34351'
   Pins(1)=EdGraphPin'EdGraphPin_34352'
   NodePosX=-32
   NodePosY=128
   NodeGuid=FC65664F4EE9C9F5234377B44EF8BB74
End Object
Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_493"
   Begin Object Class=EdGraphPin Name="EdGraphPin_34354"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34353"
   End Object
   Begin Object Name="EdGraphPin_34354"
      PinName="self"
      PinFriendlyName="Target"
      PinType=(PinCategory="object",PinSubCategoryObject=BlueprintGeneratedClass'/Game/MedievalVillage/Scenes/RandomHouse.RandomHouse_C')
      bHidden=True
   End Object
   Begin Object Name="EdGraphPin_34353"
      PinName="Walls"
      Direction=EGPD_Output
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMesh',bIsArray=True)
      LinkedTo(0)=EdGraphPin'K2Node_CallArrayFunction_44.EdGraphPin_34832'
      LinkedTo(1)=EdGraphPin'K2Node_MacroInstance_173.EdGraphPin_36280'
   End Object
   VariableReference=(MemberName="Walls",bSelfContext=True)
   Pins(0)=EdGraphPin'EdGraphPin_34353'
   Pins(1)=EdGraphPin'EdGraphPin_34354'
   NodePosX=-32
   NodePosY=176
   NodeGuid=C2FE4FA24DD345422A576EA49268225F
End Object
Begin Object Class=K2Node_CallArrayFunction Name="K2Node_CallArrayFunction_45"
   Begin Object Class=EdGraphPin Name="EdGraphPin_34830"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34829"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34828"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34827"
   End Object
   Begin Object Name="EdGraphPin_34830"
      PinName="ReturnValue"
      PinToolTip="Return Value
Integer

The length of the array"
      Direction=EGPD_Output
      PinType=(PinCategory="int")
      AutogeneratedDefaultValue="0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3378.EdGraphPin_34844'
   End Object
   Begin Object Name="EdGraphPin_34829"
      PinName="ArrayProperty"
      PinToolTip="Array Property
Array Property Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/CoreUObject.ArrayProperty',bIsConst=True)
      bHidden=True
      bNotConnectable=True
      bDefaultValueIsReadOnly=True
   End Object
   Begin Object Name="EdGraphPin_34828"
      PinName="TargetArray"
      PinToolTip="Target Array
Array of Wildcards

The array to get the length of *"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMesh',bIsArray=True,bIsReference=True,bIsConst=True)
      LinkedTo(0)=EdGraphPin'K2Node_VariableGet_491.EdGraphPin_34351'
      bDefaultValueIsIgnored=True
   End Object
   Begin Object Name="EdGraphPin_34827"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Kismet Array Library Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.KismetArrayLibrary')
      DefaultObject=Default__KismetArrayLibrary
      bHidden=True
   End Object
   bIsPureFunc=True
   FunctionReference=(MemberParent=Class'/Script/Engine.KismetArrayLibrary',MemberName="Array_Length")
   Pins(0)=EdGraphPin'EdGraphPin_34827'
   Pins(1)=EdGraphPin'EdGraphPin_34828'
   Pins(2)=EdGraphPin'EdGraphPin_34829'
   Pins(3)=EdGraphPin'EdGraphPin_34830'
   NodePosX=112
   NodePosY=128
   NodeGuid=5DC01FD54744A75CED2689A95BD6E330
End Object
Begin Object Class=K2Node_CallArrayFunction Name="K2Node_CallArrayFunction_44"
   Begin Object Class=EdGraphPin Name="EdGraphPin_34834"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34833"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34832"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34831"
   End Object
   Begin Object Name="EdGraphPin_34834"
      PinName="ReturnValue"
      PinToolTip="Return Value
Integer

The length of the array"
      Direction=EGPD_Output
      PinType=(PinCategory="int")
      AutogeneratedDefaultValue="0"
      LinkedTo(0)=EdGraphPin'K2Node_CallFunction_3377.EdGraphPin_34848'
   End Object
   Begin Object Name="EdGraphPin_34833"
      PinName="ArrayProperty"
      PinToolTip="Array Property
Array Property Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/CoreUObject.ArrayProperty',bIsConst=True)
      bHidden=True
      bNotConnectable=True
      bDefaultValueIsReadOnly=True
   End Object
   Begin Object Name="EdGraphPin_34832"
      PinName="TargetArray"
      PinToolTip="Target Array
Array of Wildcards

The array to get the length of *"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.StaticMesh',bIsArray=True,bIsReference=True,bIsConst=True)
      LinkedTo(0)=EdGraphPin'K2Node_VariableGet_493.EdGraphPin_34353'
      bDefaultValueIsIgnored=True
   End Object
   Begin Object Name="EdGraphPin_34831"
      PinName="self"
      PinFriendlyName="Target"
      PinToolTip="Target
Kismet Array Library Reference"
      PinType=(PinCategory="object",PinSubCategoryObject=Class'/Script/Engine.KismetArrayLibrary')
      DefaultObject=Default__KismetArrayLibrary
      bHidden=True
   End Object
   bIsPureFunc=True
   FunctionReference=(MemberParent=Class'/Script/Engine.KismetArrayLibrary',MemberName="Array_Length")
   Pins(0)=EdGraphPin'EdGraphPin_34831'
   Pins(1)=EdGraphPin'EdGraphPin_34832'
   Pins(2)=EdGraphPin'EdGraphPin_34833'
   Pins(3)=EdGraphPin'EdGraphPin_34834'
   NodePosX=112
   NodePosY=176
   NodeGuid=F49B899D46F351850C49429AD3130FA7
End Object
Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_3378"
   Begin Object Class=EdGraphPin Name="EdGraphPin_34846"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34845"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34844"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_34843"
   End Object
   Begin Object Name="EdGraphPin_34846"
      PinName="ReturnValue"
      PinToolTip="Return Value
Boolean"
      Direction=EGPD_Output
      PinType=(PinCategory="bool")
      AutogeneratedDefaultValue="false"
      LinkedTo(0)=EdGraphPin'K2Node_IfThenElse_239.EdGraphPin_34860'
   End Object
   Begin Object Name="EdGraphPin_34845"
      PinName="B"
      PinToolTip="B
Integer"
      PinType=(PinCategory="int")
      DefaultValue="0"
      AutogeneratedDefaultValue="0"
   End Object
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All the variables but MeshComps and WallHeight need to be set to be Editable.

Screenshot - second one shows how you can add additional levels:

d7ee19a658a1ba25319fcb705607240bebeb8a0a.jpeg
ef2569f2e44ad5f6cf293ad6f6cc2588e39082e6.jpeg

You can add floors inside the building as well - the first floor is always at the bottom, and they ascend based on order with the last in the array being closest to the top.

Edit: Just realized there’s a bug - you’ll want to set it up to clear the MeshComps array at the beginning after the branches and before the first loop.

Thanks for sharing this NoobSaibot!

BTW for the house generator - make sure to create two input variables for the function AddMeshComponent there, one called RelativeTransform (a Transform) and one called Mesh (Static Mesh). The paste doesn’t catch that unfortunately.

I think this is one of the best packs out there, you did a great job!

I have found just a few issues with textures, as documented here: Issues!

  1. Something is wrong with the basket’s bottom UVs.
  2. The stage and wooden planks wood texture is way lower res than anything else made of wood in this pack, so they really don’t look like they belong to the same “game”. Also I’m pretty sure the side of those wooden planks is not supposed to be a plain brown colour.
  3. The wood log looks pretty bad.
  4. The surface of that table is plain and dull, it stands out even more cause the model is pretty good, it needs details and a better texture.

Wow! this is awesome! We’re going to give this a test. Thank you so much for sharing this with the community.

Very nice asset pack. I picked it up and I am installing it into my entry for this month’s gamejam. Thanks!

You should be find the demo level seen in the all the images and videos under the “scenes” folder

&stc=1

I’m in the same boat, and was planning on creating several BP’s for each merchant type… until I got the great idea of using an enum. I’m also expanding on your base BP to add a staircase to the second floor, and I’ll need to rotate each sequential floor by 90 degrees and add a stairwell on those. I’ll release it once I’m done with it. It’ll be after this month’s game jam though, I’m already late on my scheduled progress :frowning:

To start with, I created an Enum named HouseStyle, added the various styles as variables in that (Residential, Blacksmith, Chemist, etc…), then a ton of branches to test each one (If HouseStyle = Residential, If HouseStyle = Blacksmith, etc…), and these will add the corresponding sign. To get the locations correct, I’m using both your WallHeight value, as well as creating 2 more floats (X and Y), based on what the main floor is. To do that, I’m splitting the name of the static mesh into just the X and Y value… Main8x10_mdl will return x = 8, y = 10.

That’s basically as far as I’ve gotten so far just playing around with it for 1/2 hour, I’ll add the rest once I get some time.

edit: since I’m a fan of drop-downs, I might do mesh drop-downs instead of the drag/drop for the house layouts :wink:

edit2: One gripe that I have with the pack is that the stairwell is not conducive to a “drag and drop”, it doesn’t have the same positional / rotational to easily connect the bottom floor with the next floor (pivot is wrong), the same for the stairwell box thing.

ah good point! We’ll look into adding more pieces with a different pivot as changing it will break the model for people that have purchased the pack

Made a quick tutorial for the vertex color part…

Made a quick tutorial for the vertex color part…

This is awesome! Thanks for making this tutorial to help everyone. This is why we keep making products for the Unreal community seeing all the help and support between devs.

This reminds me of what Oblivion would be like if it was remade today. :slight_smile:

Question - does this pack include medieval furniture for the house interiors?

Exactly what I wanted to ask! Wouldn’t be a medieval village if all the houses were empty

As of right now most of the props are exterior. We had to pick our battles on choosing to really highlight some new features such as modular, hyper-modular building pieces with interiors or add more props. If we were to do both the price of this pack would be a lot higher and that would take away from you as a developer.

We’ve seen some great packs such as the “bumping pub” that sells for 4.99 with a TON of interior props that would fit seamlessly with this pack.

I understand. Thank you for the recommendation, I’ll look into it. :slight_smile:

Thanks! I actually own that pack. But still there doesn’t seem to be a great AAA medieval interior props pack that includes stuff like beds, dressers, chests, etc. (disregarding the top down asset packs and very few props in the other medieval town pack) It would love to see this pack updated with at least some interior props or a separate pack entirely. I will most likely be purchasing this pack because of the great quality and would love to see a few interior props to go along with my “bumping pub” assets.

Thanks for your suggestions and positive words :). We’ll continue building quality packs and will look into if this viable for us.

A year later and none of these has been fixed, I have to admit this prevented me from buying any of your new packs (eg. Medieval Docks and Tropical Village) cause it seems there’s no real post sale support, and while issue 4 is subjective I think issues from 1 to 3 are real bugs you should have addressed by now.