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Média 1 pour l'article Ultimate Building Toolkit

Description

Shape buildings. Keep control of the details.

Ultimate Building Toolkit brings building exterior authoring into the Unreal viewport. Draw a footprint, tune the facade, register your modular meshes and add anchored details, then create static mesh or PCG output.

From houses to office blocks

  • Rectangular, L-shaped, courtyard and custom polygon footprints with viewport point editing.

  • Configurable floors, facade bays, openings and flat, shed or gable roofs.

  • Facade bands for office glazing, mullions, fins and shades, with a tower-and-podium example.

Use your own mesh kits

Register dimensions, pivots and exterior facing per module. Native-size, uniform-fit and explicit stretch modes accommodate different kits. Imported meshes retain their materials and UVs; generated wall infill has separate material and texture-scale controls.

Add the details that make a building

  • Balconies with upper-floor doorways and anchored furnishings.

  • Roof and facade props, decals, equipment mounts and deterministic placement rules.

  • Flat-roof scatter and slope-aligned solar arrays.

  • Poly Haven CC0 surfaces and selected furniture, plus original architectural detail meshes.

Window interiors and night controls

A shared parallax material selects from 100 furnished room variations: ten room programs with ten design schemes each. Control room selection, blinds and occupancy. The lighting controller follows your game clock or sun elevation, with manual previews and a master switch for participating materials and registered fixtures.

Build a reusable workflow

Save presets, bake separate static mesh assets or generate PCG graphs. The core plugin works independently of Ultimate Road Tool. The examples cover houses, courtyards, office architecture, a mixed-building street and the interior material library.

Requirements and scope

Unreal Engine 5.8, Windows x64. Requires the engine PCG and ProceduralMeshComponent plugins. This is an exterior authoring toolkit: projected window rooms are visual effects, not enterable interiors. Graphs and bakes snapshot their source settings; HLODs and world streaming are configured separately. Custom gables use a clipped ridge rather than an unrestricted architectural roof solver. Placement rules use bounds and opening checks, not complete scene collision avoidance.

Purchased KitBash3D and Soul City packs, the game district, characters and Ultimate Road Tool are not included. Register your own appropriately licensed assets. Poly Haven sources are credited and available under CC0. No runtime account or online service is required by the core toolkit.

Hungry Ghost / Unreal Tools — independent third-party tools for Unreal Engine.

Read the complete Building Toolkit user guide — installation, mesh registration, shape editing, lighting, PCG and baking.

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