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  • This Blueprint SHOULD be transformed into a Final Blueprint before packaging!
  1. Bluepritns/Tools

Procedural Building Blueprint

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Last updated 5 months ago

Where to find it: .../CityCoreNewYork/Blueprints/ProceduralBuilding/BP_ProceduralBuilding

The Procedural Building Blueprint is an advanced spline-based blueprint designed for generating highly customizable buildings. It features detailed adjustments to the building’s shape, corners, mouldings, levels, materials, facades, rules, or interior and supports extensive customization through presets and randomization.

  • Preset Data You can apply preset data to initialize multiple parameters for the building, including props, levels, mouldings, materials, and more. The blueprint overwrites these settings by selecting and applying a new preset to simplify the creation process.

  • Shape

    Rectangular Shape: Adjust the building’s dimensions through “Dimension 1” and “Dimension 2” parameters.

    Custom Shape: For custom shapes, you can add and modify spline points directly in the editor. Applying custom shape data overwrites spline point locations, enabling unique building footprints.

  • Materials Customization The blueprint allows for flexible material customization.

  • Levels Each level can be configured with a custom type and a specific number of floors. Levels can also be selectively disabled to create more variation.

  • Mouldings Mouldings can be used per each level, with options to disable them or customize their type and materials.

  • Facades and Rules Each spline segment can be assigned as a Front or Back facade, controlling the specific modular pieces, materials, facade rules, and associated parameters used. You can use General Facade Rules to select which modular pieces will be used on front/back facades and in which order.

  • Entrances and Area Styles: Entrances can be added along the spline and positioned as needed. For each entrance, you can select its type if multiple options are available.

  • Area Styles A box volume defines each Area Style, and each modular piece inside it will have specific features, such as spawned props (such as awnings/posters), and unique materials for fake interiors.

    The default types of Style Areas are Bank, Coffee, Supermarket, Restaurant, Candy, Pizzeria, Book, Pharmacy, Grocery, and FreshMarket.

  • Roof Generation and Optimization: A customizable roof can be generated with adjustable edge and height offsets. Roof material can be assigned manually or randomly. The roof is created as a Dynamic Mesh to accommodate ongoing adjustments, however, you can convert it to a Static Mesh later to improve the performance.

  • Enable Interior You can enable interior for any type of building, the blueprint converts each modular building piece to one with interior-facing geometry. Dynamic Mesh Interior Floors can be generated and baked into Static Meshes for optimization.

  • Randomization Options Randomization is available across various building attributes, including front/back level types, materials, moulding types, materials, props, and more. This feature enhances procedural generation, allowing for efficient iteration and unique outcomes.

This Blueprint SHOULD be transformed into a Final Blueprint before packaging!