UE5 Asset UE5 Exclusive Building Generator

Пользователь
Статус
Оффлайн
Регистрация
14 Апр 2022
Сообщения
202
Реакции[?]
195
Поинты[?]
107K
1663106823012.png1663106849610.png1663106860559.png

V5.0
Пожалуйста, авторизуйтесь для просмотра ссылки.

Трейлер / Trailer:

V6
Пожалуйста, авторизуйтесь для просмотра ссылки.

  • Added new feature: "AutoScale?". Automatically scales your meshes so that they fit perfectly regardless of their dimensions. This feature is now default for ease of use, but I still recommend using it turned off and keeping all meshes the same width for the best possible results.
  • Added new feature: "SocketMeshes?". Spawns meshes on sockets. This requires that you add sockets to your existing meshes to work.
  • Added new feature: "Trees?". Spawns trees on the sidewalk.
  • Added new feature: "StreetStuff?". Spawns street stuff on the sidewalk.
  • Added new feature: "RandomMesh?". Randomly select a building mesh. This requires that the meshes you randomize from have the same dimensions.
  • Signs now have custom data.
  • Fixed bug where signs would spawn in corners.
  • Roof stuff has a new spawn method allowing for more customization.
  • Balconies and ladders now have a max building height on which they can spawn.
  • Fixed bug where flat roof horizontal gutters would produce errors.
  • Re-organized properties and settings. "CapBuildingEnds?" moved to settings.
  • "CornerPillarWidth" renamed to "CornerPillarScale".
  • New placeholder meshes for the new features. Renamed some mesh folders.
  • Changed name from "Simple Procedural Building Generator" to "Building Generator". It was just too long to say.
V5
  • Fixed bug causing runtime generation to fail.
V4
  • Fixed bug causing "CorniceFirstFloor?" boolean to not function.
V3
  • Fixed bug where gutters were not properly positioned when their width was not the same as the building meshes. Should now support any type of gutter mesh regardless of width.
  • Fixed bug where UVs were not generated on sidewalks and flat roofs.
  • Performance optimization - Reduced draw calls by destroying unused HISM components. No longer matters how many meshes are referenced in the mesh arrays, will now only reference the meshes which are used in the generation itself.
V2
  • Added new feature: "Per Building Procedural Meshes?".
  • Fixed bug where the generation would fail when the "Mesh Width" was not an even integer.
  • Updated description of "Building Width".

Технические детали / Technical Details:
Features:
  • Spline based building generation.
  • Deterministic (seed based generation).
  • Modular (add your own meshes).
  • HISM (LODs and few draw calls).
  • Procedural Mesh generation for roofs, cornices, sidewalks and curbs.
  • Export buildings using Unreal Engine's Merge/Export.
Number of Blueprints: 1
Number of Meshes: 50
Number of Materials: 3
Network Replicated: No
Supported Development Platforms: All platforms should be supported (only Windows has been tested).

 
Последнее редактирование:
Модератор раздела «Unreal Engine»
Модератор
Статус
Онлайн
Регистрация
12 Авг 2020
Сообщения
4,439
Реакции[?]
4,129
Поинты[?]
2M
У кого есть последняя V14 для UE V5.3?
 
Сверху Снизу