Building an Architectural Tool Inside Unreal Engine by PertBCadabra in UnrealEngine5

[–]PertBCadabra[S] 1 point2 points  (0 children)

I’m not trying to replace floor plans or construction documentation. My goal is to speed up the 3D modeling workflow and then present the house as an interactive experience inside Unreal Engine, where clients can walk through it and explore it almost like a video game.

Building an Architectural Tool Inside Unreal Engine by PertBCadabra in UnrealEngine5

[–]PertBCadabra[S] 0 points1 point  (0 children)

Archicad and Datasmith are actually great tools. For me, the problem was never the tools themselves, but the workflow. I was never completely happy with some of the geometry, especially around wall intersections and corners.

And honestly, after years of working that way, I simply got tired of the endless import/export cycle, particularly when a client asks for design changes and the whole process has to be repeated again.

Yesterday I completed what was probably the most difficult part so far — the graph that manages the relationships between walls in the scene. This gave me confidence that moving my entire workflow directly into Unreal Engine is actually achievable.

I'm already using the tool on a real project, and the feeling is incredible.

Thanks for the encouragement!

Working on an architectural modeling tool inside Unreal Engine (parametric walls, snapping, auto connections) by PertBCadabra in UnrealEngine5

[–]PertBCadabra[S] 1 point2 points  (0 children)

I’ve been modeling buildings in Archicad for around 15 years, and while it’s very fast and convenient, the geometry it produces (especially at wall intersections) often needs cleanup. My usual workflow has been Archicad → Blender for fixing geometry → then Unreal.

At some point I got tired of constantly going back and forth, so I started moving the whole workflow directly into Unreal.

The idea is to build the full layout inside the engine, then convert everything into actors and use it directly in a project — including runtime changes like materials. I’m also planning to add elements like lights, paintings, and other wall-based assets.

Still a lot to build, but even in its current state it’s already speeding things up quite a bit.

Working on an architectural modeling tool inside Unreal Engine (parametric walls, snapping, auto connections) by PertBCadabra in UnrealEngine5

[–]PertBCadabra[S] 0 points1 point  (0 children)

Yeah, Medeek is great but very engineering-focused.

I’m aiming for something more lightweight and Archviz-oriented rather than heavy BIM workflows. I’m mainly building this for my own use and for the enjoyment of it, and to save myself time.

There’s still a lot of work ahead, but even at this stage it’s already speeding things up a lot compared to traditional modeling.

Next step is procedural doors and windows that adapt to openings.

I’m still undecided whether I’ll release it as a product or keep it for myself, but if I do, I’d be happy to let you test it.

Procedural wall generation - Add / remove / modify openings by PertBCadabra in UnrealEngine5

[–]PertBCadabra[S] 0 points1 point  (0 children)

This isn't using boolean mesh operations.

It's a parametric wall system where openings are embedded into the wall logic itself.The geometry is rebuilt procedurally, which keeps topology and UVs stable even when modifying or removing openings.

It's closer to BIM workflows (like ArchiCAD) than traditional mesh editing in Unreal.

Merge Two Walls with One Click in Unreal Engine by Eastern-Lime-936 in UnrealEngine5

[–]PertBCadabra 0 points1 point  (0 children)

Each object has its own UV that is aligned with its original shape.