
描述
Build lighthouse interiors, coastal cottages, harbour taverns and sea-horror scenes from one consistent stylized kit. The tower stacks from the ground floor to the lamp room in rings that follow the outside of our Vol 04 lighthouse; cottage and tavern walls are 1 and 2 m modules on a 2 m grid with doors, deep windows and an inglenook; the net loft is a roof kit on 2 m trusses. Architecture and furniture have collision, every mesh has lightmap UVs, and the materials are tiling PBR sets with tweakable wear.
Every room tells what happened on the night of the storm: the keeper climbed to the lamp and never came down. The light still burns; the log stops mid-sentence and the chair lies where it fell; the clockwork weight has dropped to the bottom of the shaft; the cottage supper went cold on the table, and down at the harbour the tavern keeps a notice on the wall: LIGHT KEEPER MISSING.
What's inside: 125 static meshes in 12 categories
Lighthouse shaft & stair (22): tower wall rings for the ground floor, the middle and the upper shaft, the watch room and a plain ring; ground, tower and watch floors and the watch ceiling; a spiral stone stair in full turns with its iron rails, the top landing, the weight tube with its door, a steep stair with railing, the iron ladder, the hatch lid and the tower door.
Watch room & oil store (26): lens rotation clockwork with its weight cable, keeper's desk with the open log, spilled ink and pen, overturned chair, barometer pointing at STORMY, telescope on a tripod aimed at the window, lamp-oil cans, oilskin coat on a hook, sou'wester on the floor, the fallen clock weight; at the foot of the tower the oil tank, wick cabinet, lamp tools rack, chimney crate, the keeper's rules board and a bullseye lantern.
Lamp room (10): lantern base wall, floor, glazing ring and roof, the gallery door leaf, the lens pedestal, the Fresnel lens with a cracked panel, the burner with its flame, the torn sun curtain and lens shards.
Keeper's cottage (13): cast-iron range, Welsh dresser, kitchen table, ladder-back chairs, iron kettle, a paraffin table lamp, broken plates; iron bed, washstand, rag rug, sea boots, a photo frame and a sampler.
Cottage & tavern rooms (19): 1 and 2 m lime walls (plain, plinth, damp, wainscot with ends), window, door and inglenook walls, a plank partition, board, holed-board and flagstone floors, ceilings, beams, a post, the door leaf.
Harbour tavern (14): bar counter and end, back-bar shelves, cask stillage, bottles, gimbal ship lamps, spilled tankards, round tables, bar stools, a high settle, a card game left mid-hand, the chalkboard, the name board and a ship's figurehead.
Net loft (21): 2 m floors (one with a hatch), the ladder, trusses, knee walls, a whole and a broken roof module, hoist and window gables, the hoist door leaf; hung nets and a torn sail, net horse, basket, mending bench, hammock, kit bag, oars and spars, folded sail, tar pot and a string of floats.
Two maps
L_CoastIn_Demo: the lighthouse from the oil store up the spiral stair to the watch room and the lamp room, the keeper's cottage with kitchen and bedroom, and the harbour tavern with the net loft above it. Real-time Lumen, volumetric fog, moonlight through the windows and the warm light of the lamp.
L_Overview: every mesh laid out by category with name labels on a 1 m grid.
Materials you can tweak
6 master materials and 75 material instances. The surface instances expose tint, tiling, paint chipping, edge wear, height-based grime, streaks, dust, macro variation and a roughness override; the log book, the sea chart, the notices and the cards keep their artwork fixed while the wear still varies.
Game-ready
Collision: per-poly (complex as simple) on 48 architecture pieces, so doorways, stair treads and floor holes stay open; convex hulls on 53 props; none on 24 small, flat or hanging pieces (ink, papers, pictures, rugs, nets, sail).
LODs on 56 props; the other meshes (architecture and simple pieces) have a single LOD.
Lightmap UVs on every mesh, in UV channel 1.
Clean topology: quad-dominant caps, no hidden buried faces (checked by our own gate before export).
No Nanite needed. All lights are movable, so there is no light baking.
One download for Unreal Engine 5.1 to 5.8. It is content only: no code, no plugins.
UEFN version
The listing also has a UEFN Source format: the same 125 meshes, materials and procedural textures as a UEFN project, made and validated in UEFN 42.40.
One island holds the whole demo (lighthouse, cottage, tavern and net loft) 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.
The catalog has no name labels, because UEFN does not accept text actors.














