Procedural Architecture Generator 1.0.0
Unreal Engine 5.4–5.8 · Windows 64-bit
The first release brings modular building generation, editable interiors and custom mesh setup into Building Studio. Choose a style, draw a footprint and generate a building, then keep the design editable or bake a copy for your level.
Included in 1.0.0
- Building Studio controls. Generate, save or load layouts, bake mesh output and set the seed from the toolbar. Edit rooms in Interior, and use the profile picker with explicit save and duplicate actions.
- Twelve architectural styles. The supplied kit contains 515 meshes, calibrated module definitions, style profiles and editable example layouts. Its basic materials provide a starting point for your own finishes.
- Footprint and facade editing. Paint grid cells, use shape templates, or convert a polygon or spline outline to bays. Place exterior features, including wide doorway spans, on exposed edges. Full-axis mirror previews and distinct source/mirrored spans show where a click will place the feature.
- Coordinated building design. Opening patterns, facade symmetry, balconies, arcade bands, ornaments and supported columns work together. Keep a seed to repeat the selection or choose a new variation.
- Optional interior layouts. Interiors start open. Draw walls and single or double doorway openings on each floor, copy partitions from the floor below, or generate an automatic room arrangement and convert it to an editable layout.
- Connecting stairs. Automatic stairs connect adjacent floors with landings and floor openings. Railings, full-height enclosures and entrance doorways are optional. Manual stair placement is also available.
- Generated roofs. Choose Flat, Gable, Hip, Shed, Mansard, Dome, Barrel Vault or East Asian Curved forms, subject to the style and footprint. Use profile defaults or adjust the roof on an individual building.
- Custom mesh setup. Import files or start with existing Static Mesh assets. Set the category and orientation, fit the logical size, inspect neighboring bays and save scale or position corrections without changing the source mesh.
- Reusable and baked output. Save building layouts, retain manual component edits through regeneration, or bake to separate mesh actors or one merged Static Mesh.
Installation
- Close Unreal Editor. Building a source package requires a compatible C++ build toolchain.
- Copy the
ProceduralArchitectureGeneratorfolder into your project'sPluginsdirectory. - Open the
.uprojectin the matching Unreal Engine 5.4, 5.5, 5.6, 5.7 or 5.8. - Verify the plugin is enabled in Edit > Plugins.
Materials and scope
The release includes 68 basic material instances and a shared master material. It contains no texture assets or advanced texture pack. Detailed textures, Brushify environments and imported castle or wooden kits shown in demonstrations are not included.
Construction follows the bay grid, including interior walls and polygon or spline footprints. Doorways and windows provide wall openings; door leaves, window panes, furniture and gameplay interaction are not generated. Review collision, navigation and performance in your own project.
See the guide for mesh import and fitting, rooms and stairs, saving and baking, and the full release limits.