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描述

Build haunted lighthouses, foggy fishing villages and coastal horror levels from one consistent stylized kit. The pier is built from 4 m deck, railing and platform modules on pilings, the ground from 8 m beach, sand, turf and dune tiles, and the village from complete buildings with dry-stone walls, picket and rope fences. Every piece has collision and lightmap UVs, and the materials are tiling PBR sets with tweakable wear.

The lighthouse beam is a ready Blueprint (BP_LighthouseBeam): two movable spot lights with volumetric fog and a beam mesh, turned by a RotatingMovement component. Drop it on the lantern room and set the speed; no code.

What's inside: 125 static meshes in 13 categories

- Lighthouse station (5): lighthouse tower (arched plank door, glazed windows, one lit), gallery with railing, lantern room with lens, keeper's cottage, oil house.

- Village buildings (8): fishing shack, cottage, ruined house, two-storey house, large net shed on stilts, smokehouse, boathouse, seamen's chapel.

- Cliffs & sea stacks (5): cliff, long cliff, cliff slope, low cliff, sea stack.

- Ground tiles & stairs (7): 8 m beach, sand, turf, turf edge and dune tiles, cliff stairs flight and landing.

- Rocks, trees & bones (11): seven rocks (large, flat, tidal, spire, cluster and two boulders), dead trees in two sizes, whalebone arch, beached whale skeleton.

- Pier decks & floats (12): 4 m pier deck (intact, broken, end), narrow deck (intact, broken), platform, railing (intact, broken), pier stairs, gangway, float dock, boardwalk.

- Pier hardware (10): cleat, bollard, fender rope, mooring post, pilings (single, broken, cluster), ladder, davit, lamp post.

- Boats (7): fishing lugger, dory, rowboat (afloat, overturned, sunk), wreck ribs, slipway.

- Fences, walls & graves (13): 4 m dry-stone wall (intact, broken) and gate, 2 m picket fence (intact, broken), 3 m rope fence, fence post, two gravestones, wooden cross, iron grave railing, fish drying rack, net drying poles.

- Fish & catch (11): fish, string of fish, bucket, fish crate and crate stack, wicker basket, barrels (plain, full of fish, broken), bench, gutting table.

- Nets, traps & rope (10): net pile, draped net, crab trap and trap stack, buoy, glass floats, life ring, rope coil, hanging rope coil, block and pulley.

- Lanterns, tools & signs (13): lantern, wall lantern, lantern pole, street lamp, oil can, fog bell, ship's wheel, sea chest, gaff, harpoon, oar, hanging sign, signpost.

- Beach debris (13): shells, pebbles, fish skeleton, seaweed clump and line, grass tuft, dune grass and patch, anchor, chain heap, driftwood (planks, branch, log).

Two maps

- L_Coast: the whole coast under a moonlit night sky: the lighthouse on its headland with the turning beam, the keeper's cottage, the fishing village lane, the pier with a float dock and moored boats, the seamen's graveyard and a whale cove, with real-time Lumen, volumetric sea fog, lit windows and lanterns, and a stylized water material. Press Play to walk the village.

- L_Overview: every mesh laid out by category with name labels on a 1 m grid.

Materials you can tweak

8 master materials and 54 material instances. The surface instances expose tint, tiling, paint chipping, edge wear, height-based grime, damp streaks, macro variation and a roughness override. The water material has two layers of drifting wave normals and adjustable colour, roughness, wave scale and wave strength; the ground blends to a larger tiling with distance, so it shows no repeating grid out to the horizon.

Game-ready

- Collision: per-poly on the architecture and walkable ground (buildings, lighthouse, pier decks, stairs, walls, fences, ground tiles, cliffs, boats, the whale skeleton), so doorways, broken boards, deck gaps and stair treads collide exactly; convex hulls on 47 props; none on 22 soft, small or hand-held pieces (grass, seaweed, shells, fish, ropes, nets, hand tools, the beam).

- LODs on 20 props (up to LOD3); the other 106 meshes (architecture, ground tiles and simple pieces) have a single LOD.

- Lightmap UVs on every mesh, in UV channel 1.

- No Nanite needed; the kit is light enough for mid-range hardware.

- All lights are movable, so there is no light baking.

- One download: an Unreal Engine 5.5 project that also opens in 5.6, 5.7 and 5.8. It is content only: no code, no plugins.

UEFN version

- The listing also has a UEFN Source format: the same 126 meshes, materials and procedural textures as a UEFN project, made and validated in UEFN 42.40.

- One island holds the moonlit coast demo and a catalog of every mesh. Complex meshes have up to 4 LODs, and every LOD0 is under the UEFN limit of 30,000 vertices.

- UEFN does not accept custom Blueprints or text actors, so there the lighthouse beam is a static beam mesh with spot lights instead of the rotating BP_LighthouseBeam, and the catalog has no name labels.

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