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Procedural Harlem building generator HDA in Unreal engine


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Hello everyone! 
For the past 2 months I have been working on a procedural building generator as part of my studies at Breda University of Applied Sciences, that will be incorporated into an upcoming student project.

We were tasked with finding a tech solution that fitted with our game, and I decided to try my hand at a polished building generator!

HarlemBig.thumb.png.a82838f3bdb376b7158f4fc285deb96a.png

For my second project I again opted to create a building generator.

As opposed to last time, I worked with the labs building generator tool for the base of this system.

The generator allows you to change the different parameters such as the location of stairs, the details on the windows and much more that will be showcased later.

explanationgraph.thumb.png.7d5b114e931062c1e95767cd381ccec2.png

During my last project I often ran into the issue that I was using a bunch of MatchSize nodes, which forced me to work linearly when generating my building. this added a lot of time to the generation as every part of the building was recalculated after. To fix this issue, I exported the pointcloud of the building and used this to adjust my settings such as stair location, corner generation and roof generation. By utlizing points which are absolute instead of the local MatchSize nodes I was able to create a more robust building generator that also works quicker than my old project.

Here is a video that showcases the Building generator in action. This time around I wanted it to be useable in Unreal Engine, as it would be used by my teams environment artists instead of me.

This will hopefully be the last building generator I make at this study, I will be focusing on USD integration next!

Thank you everyone for reading, if you have any questions please ask away!

Edited by SikandarMaksoedan
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