Procedural Buildings

Nope! I ended up getting it working. Thanks, though!

Hi Frozenfire,

You’ve obviously submitted this item sometime around 06-21-2016.
Any reason why it’s still “SUBMITTED”?

Hi Ammoboxstudios / Frozenfire,

First and foremeost: the Procedural Building package is a fantastic asset! I bought it in the Dec sale and played around for quite a while. Its just fun to generate in no time a lot of different buildings.

However there are some minor points that need refinement (tested with UE 4.14.1):

  1. The number of floors of the front facade and the three sides (left, right, back) are not identical: the front facade always has fewer floors which does look somewhat strange if the player sees the sides of the building. That issue definitely needs to be adressed (imo, it should be easy done inside the BP itself: the max nr of window rows should not exceed the number of floors of the facade).
  2. Example map comes with wrong scale (not really a big deal but for newcomers confusing). Scale everything down to approx. 0.75 or something alike.
  3. Sometimes there is no collision (even on the example map, i.e. actor ProcBuildingLot under the heading “mixed style”, forth building from left, first floor, front door).
  4. Sometimes faces are overlapping (heading “style 2”, buildings 2 to 4, corner elements, though from a players’ perspective barely noticeable) or a small gap is visible (heading “style 2”, first building from the left, first floor corner element).
  5. Sometimes the windows at the side are cut off (same building).
  6. Kind of a manual would be fine. This is a complex BP with a lot of options so any help is appreciated.
  7. More control over the sides of the building would be fine, too. Currently the BP is mainly a facade generator with some added side fronts. As other customers noted here, it would be great to be able to generate corner buildings with nice facades at two sides and not only one.

And last not least:
Is there any working way of exporting a building together with the textures? I tried:

  • Export the BP directly as obj/fbx;
  • Convert the BP to a static mesh, then export;
  • Merge actors, then export;
    In every single case the mesh came out ok (sometimes with the honorable exception of the merge actors way) but I had to manually correct the textures. That seems to be the only way to tweak the building (i.e., correct the windows at the sides, add some details etc.) to get a more unique appearence.

Please don’t get me wrong - I enjoy it much to work with this BP. Thank you very much for your effort.