A showcase of my work in progress project showing the current state. It is a prototype of a house building system that could be typical integrated into a survival-like game. All work done in Unreal Engine 5 and written with its visual scripting system (Blueprints).
More information about game design: The holo-segments are ingame blueprints that player can collect or learn. They don't require to collect materials, so even destruction is for free. When I build with wood in the demo it's also for free, but that will be changed in future. Whatever kind of wood people collect can be used to transform a holo-segment to a wood-segment in the specific kind of wood that's used. Colors for painting will be collectable somewhere in the world. Player can mix all the 16 million colors into a palette of 10 colors. It's also planned that color palettes can be switched via mouse wheel to create a nice painting experience. There is still a lot to do.
More technical: Every mesh is stored into hierarchical instanced static mesh components and merged into a local placed actor. Once two buildings which are stored in two different actors will be build close enough, both actors will be merged together to a single one. This allowes to save and load buildings location-wise (already implemented). The Blueprint system is also created modular to extent the system with new elements as much as I want.
House building meshs are currently stored 2 times. That is important to make use of Nanite when it is build to boost performance even further. Since Nanite does not support translucient/additive materials in UE 5.4, I also have to use the common mesh version.
Used Applications: For game content I used Unreal Engine, Blender and Stable Diffusion (Textures). Video creation done with OBS-Studio and kdenlive.
Links: Channel of musician Nik Rell and his Nachtlicht song.