Procedural Building Generator In Development
Project developed in Unreal Engine 5 with a Houdini Digital Asset (HDA) integration. During this new stage of my development I have been deepening my knowledge of the Houdini–Unreal workflow, building procedural generation tools that can be used directly inside the editor.
Still in an early stage, the project is under active development and I intend to keep expanding its capabilities.
Current features
- Spline-based building generation — the building footprint is defined by drawing a spline directly in the Unreal viewport.
- Floor count control — parameter exposed in the editor to adjust the building height on the fly.
- Modular editing — independent control over the roof, walls, and base floor of the building.
Key Takeaways
Splines as a geometric foundation
Using splines as input data to drive the procedural generation of building geometry.
HDA parameters inside Unreal
Managing and exposing HDA parameters within the Unreal Engine editor for real-time in-editor editing.
Problem-solving from scratch
Building the logic without relying on pre-packaged solutions (Labs), reinforcing a deeper understanding of the HDA workflow.
Reflection
This challenge has not only expanded my technical knowledge of Houdini and its integration with Unreal Engine, but also given me a concrete new achievement to show. Working through problems without leaning on pre-built tools has been especially valuable for building a solid understanding of the HDA workflow. The project remains under active development and I look forward to continuing to expand and share what I learn.