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Introducing HausTools for #UnrealEngine a plugin designed to easily create modular buildings faster! Combined with PropHaus authored assets, make buildings in minutes! #WIP

52,628 views • 3 months ago •via X (Twitter)

42 Comments

PropHaus's profile picture
PropHaus3 months ago

Yay, a customer!

🔥GameDevMicah🔥UE6's profile picture
🔥GameDevMicah🔥UE63 months ago

💪💪💪💪

Julien Brissonneau's profile picture
Julien Brissonneau3 months ago

That's awesome, have you tried as well?

PropHaus's profile picture
PropHaus3 months ago

Nope, is it for architecture? This tool is primarily for making games but I could see it being used for architecture visualisation

Julien Brissonneau's profile picture
Julien Brissonneau3 months ago

It's open source. Some use it for architecture, home automation or robotics. You can do games with it. @ElsNiut has tried stuff. The whole scene graph is super compact and AI agents friendly (.JSON). @aymericrabot has added MCP but it has its own AI chat and shared library of models.

Julien Brissonneau's profile picture
Julien Brissonneau3 months ago

@ElsNiut @aymericrabot There is an iPhone Pro app also to add your building+furnitures in there in minutes.

Epic Alpha's profile picture
Epic Alpha3 months ago

bro, absolutely incredible. Can you answer me on the door animations?

PropHaus's profile picture
PropHaus3 months ago

Currently no door animations but the doors are seperate from the door frames so they could be animated

addee's profile picture
addee3 months ago

Very cool.

InsufferableScotsman's profile picture
InsufferableScotsman3 months ago

Oh wow, very cool!

Dick Applehead's profile picture
Dick Applehead3 months ago

Cool! What happened to the LA hills modern house thing you were working on?

PropHaus's profile picture
PropHaus3 months ago

It's postponed for now, when this tool is complete I shall be back on it

Dick Applehead's profile picture
Dick Applehead3 months ago

Nice! will this tool have any features to help you merge these actors in a clever way when you finish designing the building to help optimize framerates (reduce draw calls etc)?

PropHaus's profile picture
PropHaus3 months ago

We are still deciding the output but have a few ideas like converting it into seperate placed static meshes, level instanced etc. At the moment it stores the building as a instanced static mesh component. The pieces are made up of the same meshes in our Residential Houses pack in this example. We plan to support more packs in the future and have options for importing custom meshes

El Branto's profile picture
El Branto3 months ago

What’s the ETA on this bad boy?

PropHaus's profile picture
PropHaus3 months ago

No ETA yet. When it is ready :)

Ms Piggy’s Little Fart Slave's profile picture
Ms Piggy’s Little Fart Slave3 months ago

Does it automatically clean up those wall overlaps?

PropHaus's profile picture
PropHaus3 months ago

You mean when I draw 2 rooms together? Yes its a single wall that divides them and can be cladded with different wall meshes on either side. Currently we are solving the pitched roof system to merge shapes together and cleanly cut them.

Ms Piggy’s Little Fart Slave's profile picture
Ms Piggy’s Little Fart Slave3 months ago

yeah! like when you have the outer barrier, then you draw a room that overlaps on some of its walls with previously drawn walls, just curious if those are not stacked on top of eachother but effectively booled or something like that

PropHaus's profile picture
PropHaus3 months ago

The system basically traces the wall and places the correct static mesh in that location based on its context. It uses a library of modular meshes currently from our own packs to build the walls. The initial blue mesh is there as a guide which you can then clad with authored modular pieces. It deals with everything, no overlapping or stacking mess

PropHaus's profile picture
PropHaus3 months ago

I hope that makes sense 😅

Ms Piggy’s Little Fart Slave's profile picture
Ms Piggy’s Little Fart Slave3 months ago

that makes perfect sense and is a better solution than i expected, great work. will definitely pick this up later (or when it releases)

PropHaus's profile picture
PropHaus3 months ago

Nice! We are still actively working on it, a lot of things to solve still and features to add/tweak/fix

Terry Evans's profile picture
Terry Evans3 months ago

Looks amazing! Well done.

PropHaus's profile picture
PropHaus3 months ago

Thanks Terry ❤️

Keläriél Grey | Modern Sarah Connor's profile picture
Keläriél Grey | Modern Sarah Connor3 months ago

This looks way easier than the built-in block out tools! 😯

EmpireGoBOOM's profile picture
EmpireGoBOOM3 months ago

I've been looking for something like that for the player for years, but they only ever work in editor mode.

PropHaus's profile picture
PropHaus3 months ago

This only works in the Unreal Engine Editor, it's purpose is to make placing modular asset packs easier, currently you have to place each actor and use grid snapping. This allows you to quickly build everything and is simple to use.

EmpireGoBOOM's profile picture
EmpireGoBOOM3 months ago

Well, the Sims proved how much players want to do this as well, so I bet if someone does make a nice runtime version they'll be getting plenty of sales.

PropHaus's profile picture
PropHaus3 months ago

I could imagine this working on runtime but it is primarily used to make modular buildings using pre-existing kits by us with options to potentially import custom meshes. Are you thinking, cozy house builder game or just a house building mechanic for game makers on Fab?

EmpireGoBOOM's profile picture
EmpireGoBOOM3 months ago

The latter, it could be great for tycoon games, even survival building games if they creator builds in a camera to pop out so the players can work from the perspective view.

Project ARKAN's profile picture
Project ARKAN3 months ago

É possível utilizar kit modular customizar, por exemplo um kit que eu mesmo fiz, o addon permite isto ?

PropHaus's profile picture
PropHaus3 months ago

We plan to allow this, but your assets will need to follow the same rule set as ours, basically wall lengths, inside and outside walls and how windows and doors are split. We are thinking of possibly adding a starter blockout kit for the exact requirements

Project ARKAN's profile picture
Project ARKAN3 months ago

Estou muito ansioso para usar, alguma previsão de quando vai ser lançado ?

PropHaus's profile picture
PropHaus3 months ago

No release date yet, still in active development. I'll be posting more on it in future

MI1255's profile picture
MI12553 months ago

Sims 5 leaked gameplay?)

PropHaus's profile picture
PropHaus3 months ago

Hire me EA.

Parzoople's profile picture
Parzoople3 months ago

It's not an individual static mesh per wall segment is it? I created a similar system but it uses 1 single procedural mesh component that renders every bit of wall on a "lot". it uses fancy material logic for window/door cutouts as well though it doesnt puncture collision.

PropHaus's profile picture
PropHaus3 months ago

Our system is designed to use our modular building packs that are on Fab. The end result is a instanced static mesh. We are also considering the user to choose what the output can be (level instance, seperare meshes etc)

defjuss's profile picture
defjuss3 months ago

Someone needs to build that for @s8box

COBOX's profile picture
COBOX1 month ago

Building faster is the game. 🔥

Uncle Mac 🟨⛏️'s profile picture
Uncle Mac 🟨⛏️3 months ago

@tropicalvirtual for the ODKamp

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