193

Tool Creation |Architectural Objects

192

Tool Creation |Architectural Objects

Architectural Objects

Now that we have re-established the human agents within UE4, it is time to do the same to the architectural objects. Creating these objects within this software is very similar to creating the human agents. We will continue utilizing a pawn asset, along with its blueprint system, however, we will no longer require some of the other more complex assets such as the blackboard, behavior tree, or AI controller (unless the type of dynamic architectural object is complex enough to require it). On top of this, we will also utilize the construction script, which allows us to create changeable parameters for these objects within the viewport, allowing a much more user-friendly way to set up these generic object assets within the actual visualization workflow. (Fig. 3.4.1 - 2) With this methodology, we can begin recreating these objects that the agents can interact with. While there can be a plethora of architectural objects within a space, to create a basic working simulation, we will need to first establish some basic object typologies in line with the human states we defined in Chapter 3.3.

The Construction Script is visually very similar to the Blueprint

Screen-captured by Author.

The Construction Script allows us to sync model attributes within the game space with variables within the Blueprint

Screen-recorded by Author.