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Advanced Building System
DEMO : https://drive.google.com/file/d/1ujX5CHYVlH5EZS8zIUQnzhVZOo826DV6/view?usp=sharing
Turn your modular assets into a complete runtime building system.
Advanced Building System is a modular C++ building framework for Unreal Engine 5, designed to help you integrate a scalable and performance-focused construction system into your game.
Build faster. Scale further.
Instead of spawning every building piece as a full Actor, the system separates simple geometry from pieces that require gameplay behavior.
Walls, floors and structural elements can use Instanced Static Meshes, while doors, windows and other interactive objects can remain full Actors.
Both are managed through the same centralized building registry.
This makes it possible to create large structures while significantly reducing the overhead associated with thousands of Actors.
Built for Large Structures
Static building pieces are stored using Instanced Static Meshes.
Pieces requiring runtime behavior can remain full Actors.
Both types are managed through the same Building Registry, allowing gameplay systems to interact with building pieces without needing to know how they are represented internally.
Unique Building Pieces
Every placed building piece is tracked individually using a GUID.
The Building Registry stores information such as:
Piece type
Transform
Health
Attachment information
Unique identifier
This keeps every piece individually identifiable, even when rendered as an instance.
Interactive Building Pieces
Elements requiring custom gameplay behavior can use dedicated Actors.
Examples include:
Doors
Windows
Interactive building pieces
Custom gameplay objects
Static and interactive pieces can coexist inside the same structure.
Placement System
The system includes a dedicated building component and hologram system responsible for:
Building preview
Placement validation
Piece creation
Runtime construction workflow
Save System Architecture
Placed structures are tracked independently from their visual representation through the Building Registry.
A dedicated Building Save Subsystem is provided to integrate building data with your own USaveGame implementation.
Optimized Architecture
Static pieces → Instanced Static Meshes
Interactive pieces → Actors
Both are registered and accessed through the same API.
This architecture reduces Actor overhead while keeping every building piece individually accessible to gameplay systems.
Core Features
Native C++ architecture
Runtime modular building system
Actor / Instanced Static Mesh hybrid architecture
Building placement preview
Placement validation
Unique GUID for every building piece
Centralized Building Registry
Individual piece data tracking
Interactive building piece support
Doors and windows as interactive pieces
Health data support
Attachment relationship tracking
Save / Load architecture
Integration with custom USaveGame
Designed for extensibility
Spend less time building your building system, and more time building your game.






