This Page Introduce to use RYUKoreaBuildingCreator with Blueprint exposed paramters easily in Unreal Engine Editor.

You can easily customize building by tweaking some parameters exposed at detail panel.

Building Size X Size X of Building (meter unit)
Building Size Y Size Y of Building (meter unit)
Building Size Z Size Z of Building (meter unit), a.k.a Height
Visaulize Direction Visualize Building Direction in World.
Remove ISM Components When PCG cause some issue by trigger Undo or Adjusting Scale,
Some wrong mesh components remains world permanently.
This button clears all instanced static mesh components and helps you to create building again.
Override Wall Material To use Material Override of building Exterior, Check this button and select index at Wall Material Selection variable.
Wall Material Library Example Displayed Materials for selecting custom material. You can apply your own material to specific index, and Choose the index to apply material.
Wall Material Selection Index of material to use Custom Material for Building Exterior.
This Selection choose material from Wall Material Library array directly above this variable.
Note that this feature needs ‘Override Wall Material’ variable to true.
Side A - Vertical Preset The Wall Material Preset (Verctial) Data asset to Design A Side of Building.
Side B - Vertical Preset The Wall Material Preset (Vertical) Data asset to Design B Side of Building.
Side C - Vertical Preset The Wall Material Preset (Vertical) Data asset to Design C Side of Building.
Side D - Vertical Preset The Wall Material Preset (Vertical) Data asset to Design D Side of Building.
Signboard Masking Locations Min/Max Location (X, Z axis) to mask Upper Signboard Generation.
Signboards will not be spawned where masking location provided.
Distribution Random Seed Random Seed of Distribution of Building’s 1st Floor stores.
You can change this value to shuffle randomly distributed store size.
Store Side - A Avaliablity of Store Section - Side A.
Currently, Store Generation at 1st floor is only supports at Side A (will be updated in future.)
Floor Base Module Size Internal Variable for PCG. Not in use (Deprecated).
Large Module Bias The Bias of Distribution of Small-Large Store. (0-100)
When Value is near to 100, Large Store Module will be distributed.
DEBUG Store Distribution You can view the size of store distribution status.
Rooftop Material Change the Rooftop Material.
Rooftop Edge Thickness Change the Rooftop Edge Mesh’s Thickness size.
Rooftop Edge Material Change the Rooftop Edge Mesh’s Material.

image.png

Customizing Exterior Material

While ‘Override Wall Material’ is set to True, System will apply custom material from ‘Wall Material Library’ and pick with ‘Wall Material Selection’ value.

image.png

We have already prepared some exterior materials you can use directly.

You can change each index material to your own material.


Signboard Masking Locations

Upper area’s Signboards are randomly placed based on Building Size, but sometimes you don’t want to spawn signboards, or spawn some specific area only.

Signboard Masking Locations removes signboard in specific area, based on value you provided.

Value -1 sets to infinite value, and unit is m(meter).

image.png

image.png

Currently Singboard and Building’s Attachments are spawned at Building Side A only.

We will update feature to spawn attachments at other sides future.


Large Module Bias

Large Module Bias is a value that represents Each store module size’s bias.

Each Korea Building’s Store module unit is 4m. We prepared 3 type of store, 4m / 8m / 12m.