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Beschreibung

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.

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