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商品 Unlimited Building - Open-World Building System: Structure, Utilities, Streaming 的媒体 1
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描述

DOC - DEMO

SUPPORT: Discord - bugs in #bug-report (tag Unlimited Building), questions in #support, in English.

Unlimited Building is a complete building system for single-player games in Unreal Engine 5.7 and later. Drop the plugin in, press Play, press B: your own character builds. Everything is instanced (HISM + Nanite) and streamed, so an open world can hold hundreds of thousands of pieces.

Build like in the best survival and city games

  • 500+ pieces ready to use: walls, floors, roofs of every shape, round towers, arches and vaults, stairs, doors and windows of every period, furniture, lamps, plumbing and wiring, roads, fences, gardens and fields.

  • Press, drag, release: pieces stretch to any size, snap to each other, continue rows, butt against walls and follow the terrain. Rotate on any axis, lift, paint, demolish, undo / redo, copy, cut and paste whole buildings, save them as blueprints.

  • 100+ build materials (stone, brick, timber, plaster, concrete, metal, glass, earth, thatch...), each with its own cost, weight and strength.

  • 21 premades (castle, cathedral, churches, houses, city streets) placed like any piece, and an editor tool to make your own.

Buildings that behave like buildings

  • Structural integrity: every piece carries its load to the ground; build too far without support and it collapses into physics debris. A stability view shows why.

  • Working utility networks: power, water, drain, heating, air, flue, and a signal network with levers, buttons, pressure plates, timers, relays and logic gates. Lights turn on, taps run, fireplaces smoke through their chimneys, a sink without a drain floods the floor. A network view shows every pipe and cable through the walls. There, a cable or pipe that no supply reaches shows a dark shade of its colour.

  • Rooms are detected automatically: closed rooms without ventilation grow mould, heated rooms stay dry.

  • Doors, windows, shutters, hatches, gates and portcullises open and close; street lamps light up at night.

  • Program your buildings: players write short programs on a desktop inside the game (UBOS) - lights at dusk, a door on a button, a bell every hour, a watering schedule. Five controllers; your game can run commands and read what they print.

  • Gardens that need water: lawns, soil and plants dry with the game hours and turn yellow; rain and pop-up sprinklers green them again; meters count power and water; a septic tank fills and must be pumped out.

  • Survival mode: pieces are built in stages with the materials of your inventory; damage, repair and destruction. Upgrade in place (wattle, logs, stone, concrete), locks with your own rule for who opens them, upgrade slots on workstations.

  • Generators driven by the world: windmills turn in the wind, water wheels in the river, solar panels in the sun.

For colony, city-builder and survival games

  • Buildings: touching structure is one building with a lasting id and a name, counted by category (beds, seats, doors, rooms, heated rooms, entrances), with health, wear and construction progress.

  • What can be built now: eras, research unlocks and quest rewards on pieces, materials and networks, or your own rule. Building requirements (a home of an era, a tavern) are checked for every building, with what is missing.

  • Your AI builds the player's plans and repairs: work found, claimed and paid from the village store; where raiders break in and where to stand.

Open world first

  • Everything is instanced (HISM + Nanite): the 17,000+ pieces of the example map load in under two seconds.

  • Clustered streaming: the world is saved and loaded in cells around the player, far cells as merged proxies.

  • Save slots with thumbnails, autosave, world snapshots you can ship with your levels, and the whole world as bytes for your own save system.

Plugs into what your game already has

  • Sky and weather: Ultra Dynamic Sky and Ultra Dynamic Weather are picked up by themselves; any other sky or weather by naming one property, or drive the clock and the rain from your own code. Without them, a day-night cycle and rain that never falls under a roof are included.

  • AI: seats and beds are Smart Objects (sit / sleep) with claims, the spot to stand at and the room to get up; closed doors on a character's way; the navigation mesh follows what is built. No AI of its own: hooks for yours.

  • Inventory: implement one interface and the costs come out of it (or Creative mode, or no costs at all).

  • Input: the included rebindable controls (keyboard, mouse, gamepad), or call the building actions from your own Enhanced Input setup.

  • Collision: the building tools trace a channel of their own, so characters, foliage and triggers never get in the way of the aim; tag an actor UBIgnore to be passed or UBBlocksBuilding to keep it free of pieces.

  • Every change raises Blueprint events (placed, removed, switched, built, damaged, network status, cluster loaded). Full Blueprint and C++ API.

Ready for your game

  • Works with any character (C++ or Blueprint, any template): the building component is added automatically.

  • Your own pieces: right-click a mesh in the Content Browser, "Add as Building Piece" - done, icon included. Whole store packs at once: names, categories, lights and flames are read from the mesh names.

  • Interface included: hotbars, build menu, piece card, game menu with save / load, video / audio / controls settings, key rebinding and a searchable in-game guide (F1) that explains only the features your game has, all themeable; or show your own UMG widget.

  • Seven languages: interface and catalog in English, Italian, German, French, Spanish, Brazilian Portuguese and Polish (the texts new in 1.3 are in English for now).

  • Gamepad everywhere, including the build menu; interface skins and a compact icon tool panel for your own look.

  • Travel To and Unstuck for your fast travel or a stuck player; the building tools step aside while your own inventory or crafting window is open.

  • Example map: numbered exhibits of every feature, a modern city, a Victorian and a medieval town with its castle and Gothic cathedral, an aqueduct, fields and homes, all built with the system itself. A catalog map shows every piece and material.

Technical details

  • Unreal Engine 5.7 and 5.8, Windows (Win64). Single player (no replication).

  • C++ source included (runtime and editor modules). Engine plugins enabled with it: Enhanced Input, Niagara, Smart Objects.

  • Documentation in the plugin's Docs folder: Quick Start, Player Guide, Customizing, Open World, Blueprint API, Recipes and the release notes.

  • Support: [email protected]

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