Grid-based Builder | Unreal Engine

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This asset allows you to build various objects that can snap to a grid, all while taking into account terrain topography, surface types, as well as other constraints.

Unreal Marketplace Link:

Playable Demo:

This asset provides basic capabilities for in-game construction of various grid-bound objects, allowing you to easily add your own and to also customize them.

Features:
Completely made in blueprints
Grid size is practically unlimited*
Customizable grid cell size
New objects can be created and customized using data tables
Ability to check elevation differences during construction
Ability to check whether there are any units present in the area of construction. If there are any - construction won’t be possible
Contains an example building that can only be built on a specific resource
Contains an example building that can only be built on a certain surface with a specific texture (Grass / Stone)
Contains an example of a type of construction where several objects can be constructed in a line by mouse-dragging (Wall)
Contains an example of a “Painting” type of construction, where objects will be built continuously as long as the left mouse button is held
Contains an example building that can only be built within a certain radius of another building, etc.
Resource system: resources are spent during construction, but if there aren't enough, construction will be blocked. Part of the spent resources can also be returned upon demolition
Demolition tool, which is meant for deconstruction of objects
Objects can be outlined when a cursor is hovered over them. By default, only 3 colors are used, one for each of the example factions — player, neutral and enemy.
Objects can be rotated by 90 degrees by default
Basic functionality for a building damage system - objects can receive damage, change their HP values, can be destroyed once their HP runs out
Auxiliary boundary blueprint that is used for restriction of all space available for construction. Only a single one can be built
Auxiliary boundary blueprint that is used for blocking construction only on certain areas of the map. More than one can be built and these are used to fine-tune available construction space if a complex shape is needed
Buildings can be placed not only at runtime, but also in the editor. It is also possible to attach an object to the grid in the editor as well
Has several styles for visual display of building construction
Has basic demo units that are able to to patrol an area and attack nearby buildings

Asset also has a demo UI which includes:
Resource panel widget with animations of gradual change in the number of available resources, and a blinking animation used to show lack of necessary for construction resources
Construction menu widget with building icons that, when clicked on, will activate an object to be built. Displayed number of cells in the menu can be changed.
Description widget, which is used to show a description for a selected buildable object
HP bar widget, which is displayed above a building when hovered over or selected, it also changes color based on remaining HP

This asset provides basic functionality with examples, and it is assumed that you will be able to, if necessary, combine different examples to get desired results. Having a basic level of proficiency in blueprints is advisable.

*Maximal grid size is 4294967295 x 4294967295 cells,
starting from the center of the map, you can build anywhere within these limits.
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i would pay many more for a tutorial to build the system myself ;) very cool

aufgespielt
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Prettty cool! Found this by accident today while looking for something else lol, very nifty work here! :D

deygus
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Hello Andrew
I am very interested in this Asset pack. Will there be support for 5.3 soon?
Also do you provide support if I have any questions for an hourly rate?
Thanks for answering!

HlyFrggy
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Looks pretty nice! Any chance you have some sort of building hill placement with depth limit? For instance, it would be nice to have buildings with a foundation layer that can extent up to some predefined limit.

RobertStewart-oi
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is there a way to ´pile up objects on top of one another so that we can make tall structures or even entire levels?
Loved what you did so far with this

caiomascarenhas
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Heya! I've been trying to look for a video to learn how to do something like this by myself but I havent had any luck with any somewhat recent versions of Unreal. I was wondering if you had any idea on video (paid or free) out there to help me out. Another option could be buying your asset and trying to reverse engineer it as Id like to go through the process of making it from scratch but Im not sure I have the proper understanding of how blueprints work yet.

Any advice for someone who just started?

There are great RTS tutorials out there but they are somewhat scarce.

blacktecno
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Good job.
I have a couple of questions before buying.
Does this grid work with Voxel Landscape?
What is the minimum grid cell size that can be made 5 cm?

We will be grateful for the answer.

TrinityMysteriousSystem
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hey your builder looks nice! could you add roads as well?

mikewalter
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Would i possibly be able to use this for a farming game similar to stardew valley? I want the player to be able to spawn stuff when they're holding that item. I understanding changing the logic around but how hard would it be to convert it?

polyowlD
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I purchased this today and ran into an issue (or unexpected anomaly) during runtime at package settings fully at the default as downloaded. In the regular editing viewport, all is well and normal. During runtime, a few seconds after launch, the screen is populated by a bunch of small dotted boxes (initially white, turn green with movement) that appear to be fixed with the camera when it moves (not stationary with building bp meshes for example). I'm a bit new to the UE5 platform and can't seem to figure out what it is or how to hide it during runtime. It seems the root issue is located somewhere within the use of the post process volume you included in package but can't seem to figure it out. I was able to fix it by deleting the volume and creating a new one, but it didn't answer my question. Could you point me in the right direction as to what this was? I don't want to miss out on every aspect I can learn about.

Thanks in advance!

davidd
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This looks amazing! & its a fair price as well <3 keep it up

GemGameDev
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This looks amazing. Would this be able to work with touch controls. So press and drag on an object in the menu then place it in the world?

MrBenjaminPettit
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This is on my wishlist!
You have linear building. Are you able to add area build/dig mechanics like dungeon keeper?

JamalBakari
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is there any possibility to make something akin to Dungeon Keeper's system for building and such?

xweert
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while placing the structure on the gold stones, do you recharge the gold?

federicomarta
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This is cool. Do you think you can make an example project/demo like building like in sims for walls, floor, window/door booleans, etc? With the same ui interface for which mesh to use? Or can you make another asset for that? Hehe thanks

lz
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I like to know how to make this square tiled ground in ue5,

cmdrschime