
Описание
Compact Electrical Room is a modular collection of electrical equipment and cable-routing props for utility rooms, workshops, service corridors and industrial interiors.
Start with the assembled demonstration map, inspect every module in the labeled overview, or place individual Actor Blueprints in your own scene. Separate components and pivots let you manually pose cabinet doors, selected covers and controls.
21 modules: 19 designs + 2 size variants
Electrical equipment: distribution cabinet, control panel, compact wall cabinet, rotary isolator, small and large junction boxes, and double industrial outlet.
Fixtures: vent grille and caged bulkhead light.
Conduit: 1 m straight, 90-degree bend, tee and wall clip.
Cable trays and supports: 1 m and 0.5 m straights, 90-degree elbow, tee, wall bracket and ceiling hanger.
Cable bundles: five-cable straight and 90-degree elbow.
The large junction box and 0.5 m tray are size variants.
Unreal Engine content
21 Actor Blueprint assemblies built from 63 reusable Static Mesh assets.
3 native LODs per reusable mesh; 65 authored convex collision hulls across the library.
2 maps: assembled demonstration and complete module overview.
78 additional presentation meshes for the room, installation wiring and staging; 141 Static Mesh assets in the project in total.
5 shared library materials, additional presentation materials, and 6 textures: five 2048 × 2048 maps and one 2048 × 512 label atlas.
Base Color, ORM, Normal, Roughness, Metallic and label textures. Two UV channels on every reusable mesh.
Core library triangle totals: LOD0 95,210; LOD1 52,380; LOD2 23,882. Totals exclude collision and demo staging.
Centimetre scale: a 1 m section measures 100 cm at actor scale (1, 1, 1). Overview display scales vary.
Compatibility and usage
Tested in the Unreal Engine 5.8.3 editor on Windows with DX12, Shader Model 6 and Substrate. All 185 content packages passed native validation and loading checks. The delivered assets require no custom C++, MCP connection or third-party plugins.
These are static visual props with editable component transforms. Gameplay interaction, opening animations, electrical simulation and multiplayer logic are not included. Labels are baked atlas graphics; changing their wording requires texture or UV editing. Nanite is disabled; the reusable meshes use conventional LODs.
Other engine versions, platforms and packaged-game cooking have not been tested. Native Unreal assets cannot be migrated to an older engine version.
Created with AI-assisted procedural scripting in Blender. Product images show the actual 3D assets.
Gallery images are rendered in Blender Cycles using the actual product geometry, with presentation lighting and staging. They are not Unreal Engine viewport captures; appearance varies with lighting and renderer settings.




