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Coin 5.0 BP ‌‌‍‍‎ Update Building Generator v16

Update history:

V16

  • Added "Building Preset". Use DA_BuildingPreset to save all variables of a building. Use buttons "Apply Preset" or "Save Preset" to save or set data.
  • Added Map "ConvertSplineActor" for an example method for converting a spline to a building.
V15

  • Added "Foundation Depth" for controlling how deep the foundation goes into the ground.
  • Fixed bug causing the foundations normals to flip when going to far negative.
  • Fixed bug causing terraced houses to fail when too close to each other.
  • Fixed UVs on in-between floors.
V14

  • Added "CornerPillarPivotTop" allowing the usage of corner pillars with pivots on the bottom of the mesh.
  • Added "CornerPillarZ Offset" which shifts the peak of the corner pillar up or down.
  • Fixed bug causing "FirstFloorZ Offset" not to work with courtyard buildings.
V13A

  • Fixed bug causing "AlignToGround" making the spline a closed loop despite single building.
  • Fixed bug causing corner pillars to not properly spawn on two story buildings.
  • Fixed rotating chimney actor.
V13

  • Added Terraced building bool in properties.
  • Added SpawnAsActor for most mesh types. Useful for spawning actors like chimneys or doors which require logic or movement.
  • Added CorniceMesh? which allows you to specify a mesh instead of procedurally generating the cornice. Separate cornices for bot, mid and top are available.
  • Added Seperate meshes for corner pillars, bot, mid and top.
  • Added a blueprint (BP_SpawnBuildingGeneratorExample) which showcases how you can spawn a building generator from an external blueprint.
  • Added "Styles" - Data assets which you add only the meshes you want in the style. Then drag and drop the Style on the building generator and it will convert its meshes to those of the Style.
  • Fixed issue when baking where collision was not working (all meshes are required to be complex as simple in order to use complex collision).
  • Fixed bug where the hip roof height was not seeded.
  • Fixed Z-fighting on building meshes, in the corners.
  • Fixed issue where warnings would appear if a mesh array was left empty.
  • Fixed so that corner pillars do not overlap building meshes (only works in auto scale).
  • Replaced CorniceScale and CorniceScaleRandom with a single variable.
  • Removed CornerPillarOffsetZ (no longer compatible with new formula).
V12A

  • Fixed the procedural mesh component not being visible.
  • Fixed persistent buildings causing a lag spike when selecting them.
V12

  • Added new roof type, "hip roof".
  • Added new roof type, "shed roof".
  • Added courtyards.
  • Added free-form single building allowing you to freely decide the footprint of the building using spline points, experimental feature.
  • Added "Async?" and "AsyncFast?" which reduces lag when generating during runtime.
  • Persistent buildings now have persistent procedural meshes.
  • "PerBuildingProceduralMeshes" is now deprecated, all buildings are now their own entities, ie they have there own HISMs and procedural mesh components.
  • Random building width, height and roof slanted height are now condensed into one variable each.
  • Added option "AutoAlignSplinePoints" which turns on or off the automatic terrain adjustment.
  • Reworked the roof tile formula, should be a lot cleaner now (still not perfect).
  • Added "RoofTileAngle" which allows you to fine tune the angle of tiles.
  • Added "RoofTileApexZOffset" which allows you to offset the apex tiles up and down.
  • Added intermediate apex tiles for the gable roof.
  • Added "RoofTileCastShadow" which switches on or off shadow casting for roof tiles.
  • Fixed bug causing random sidewalk material to not work.
  • Fixed bug causing streetlights not spawning when "RemoveSomeStreetLights" was active.
  • Fixed bug causing corner pillars to not reach the ground when building on a slope.
update to v15
Сверху