Here is a youtube overview of new features:
UNIBLOCKS FREE v4 got update 1:
What's new:
- Changed naming pattern for all building prefabs (now each building is the part of a design series). Annoying, but needed for the future compatibility with PRO version. After this update on original V4 there will be a mix of old and new building prefabs - each building will be duplicated under different new name. Sorry for this inconvenience! Manual clean-up will took a minute, though.
- Fixed window glass glowing in some lighting scenarios.
- On the “Demo_materials_FREE” map in the glass section added missing information about semi-transparent shadows from the glass.
- Blueprint “Beam_decorative_FREE” renamed to “Beam_FREE”.
- Fixed naming pattern missing for a ~10 textures in a “PolyHaven_CC0” folder (and removed “NEW” folder from there).
UNIBLOCKS PRO v6 got update 1:
What's new:
- New building added - “LI_prefab_Contemporary_house_v1” (can be found on the prefabs demo map):
- Changed naming pattern for all building prefabs (now each building is the part of a design series). After this update on original V6 there will be a mix of old and new building prefabs - each building will be duplicated under different new name. Sorry for this inconvenience! Manual clean-up will took a minute, though.
- Fixed glass glowing in some lighting scenarios (except frosted glass - it still can glow in some cases, tweak it manually in case it’s way too bright)
- On the “Demo_materials_PRO” map in the glass section added missing information about semi-transparent shadows from the glass
- Blueprint “Beam_decorative_PRO” renamed to “Beam_PRO”
- Fixed the wrong material on the wall inside the futuristic building (new name is “LI_prefab_RetroF_house_v1”)
- Fixed an example material with a circle pattern on the gates in the documentation section
- Fixed naming of ~10 texture files (those were missing “T_UB_” prefix and “_D”/“_N” suffix)
More news - now all building prefabs from PRO version are available on FAB:
Flash sale on FAB - 50% off for UNIBLOCKS PRO. As usual - this is called “flash” for a reason, a couple of days and it’s back to full price again (also, at the end of the summer price will rise substantially with the next V7 update - I plan to add 10-15 new building prefabs in contemporary and luxury/minimalism style, plus some extras… things going to be beefy )).
New building is available on FAB - Contemporary studio v1:
It will appear in next update for UNIBLOCKS PRO in August and introduce few new rim blocks (sloped rims - you can see those in clay color on the screenshot).
Unreal Engine 5.8.0 was released today, but it comes with the changes to the default scaling mode - now there is a new editor setting “Scale Type” for that and it’s set to a “Percentage based” instead of the previously hardcoded “Offset” mode. This change makes it impossible to work with anything UNIBLOCKS-based - usage of the scaling tool will lead to objects with off-grid sizes, if those objects were previously scaled.
Solution is to set parameter “Scale Type” back to “Offset” in “Editor settings” → “General” → “Gizmos”:
I will add this info to all released UNIBLOCKS packages and buildings, but this will take a few days.
All assets were updated with an info billboard about Unreal Engine 5.8+ new default off-grid scaling and how to deal with it; and that’s it for the most of the assets. But this unplanned update brings a bit more to the main packages:
What else is new in the UNIBLOCKS PRO v6 update 2
- Added “Contemporary studio v1” building prefab, also there is unfinished mansion - both can be found on the “Demo_prefabs_PRO” map (inside DEVZONE).
- “Case 1A extra 2mm” block was rotated 180C to match orientation of other blocks. Please check your builds, those blocks will have incorrect rotation and should be manually re-adjusted.
- A few new rim blocks (sloped) - see for “NEW!” sign in the “Rims” section of the documentation map. This is unfinished set of rim blocks, but it can be useful to build facades like this:
What else is new in the UNIBLOCKS FREE v4 update 2
- “Case 1A extra 2mm” block was rotated 180C to match orientation of other blocks. Please check your builds, those blocks will have incorrect rotation and should be manually re-adjusted.
- A few new rim blocks (sloped) - see for “NEW!” sign in the “Rims” section of the documentation map. This is unfinished set of rim blocks, but it can be useful to build facades like this:
Is unlocking doors at runtime supported? I have a door that is saved into the level with Locked=True, and then I flip that to False in a Blueprint. But when I do so, the door does not function, and when I exit Play mode the log is full of error messages.
I haven’t tested that - so if it breaks this means this blueprint is not capable of handling that relatively trivial situation that I should have thought about. Will try to figure it out for next update.
Upd: I think quick fix is possible, if I make door sounds for open & locked states to be always loaded and ready for changes + remove deadbolt shift in locked state, for now.















