By Max Calder | 25 August 2025 | 15 mins read
Let's be honest—the biggest bottleneck in creating expansive VR worlds isn't your vision; it's the content. You can spend weeks hand-placing every wall, window, and roof, but that meticulous, manual modeling simply doesn't scale when you need to build a city, not just a single house. This guide is where we solve that. We’re going to build a powerful procedural building generator in Unreal Engine from the ground up, moving beyond theory to focus on the practical logic and VR-specific optimizations that make your worlds run flawlessly. This is about more than just saving time; it’s about fundamentally changing how you create. By shifting from being a digital bricklayer to the architect of the entire factory, you unlock the scale and creative freedom your ambitious VR projects demand.
Before you dive into building, you need to understand the mindset shift that procedural generation demands. This isn’t about crafting individual assets one at a time—it’s about designing systems that create for you. By breaking down environments into rules, reusable components, and controllable randomness, you stop thinking like a modeler and start thinking like a world architect. Once you grasp these fundamentals, scaling your VR environments becomes not just possible—but effortless.
The biggest bottleneck in creating expansive VR worlds is content. You can spend weeks, even months, manually placing every wall, window, and roof. It's meticulous work, but it doesn't scale. If you need a city block, not just a single building, you’re in for a world of pain. This is where Procedural Content Generation (PCG) steps in.
Think of it this way: manual modeling is like hand-crafting a single car. PCG is like building the entire factory that can produce thousands of unique cars. Yes, building the factory takes an upfront investment of time and thought. You have to design the machinery and the assembly line. But once it's running? You can generate endless variations—longer, shorter, different colors, different features—with the flick of a switch. This means you can iterate on entire cityscapes in hours, not months. That’s not just a time-saver; it’s a creative unlock.
Alright, first things first. Before we start building, we need to get our workshop in order. A clean setup will save you from major headaches down the line.
This simple structure ensures that when you need to find a specific piece of your generator, you know exactly where to look. Trust me, future you will be grateful.
PCG can sound intimidating, but it boils down to three simple concepts. Once you get these, everything else clicks into place.
With our foundation laid, we're ready to start building the generator itself. This is where the fun begins.
With the core concepts locked in, it’s time to get hands-on. We’ll translate theory into practice by creating a modular toolkit, wiring up the generation logic, and watching our first procedural buildings take shape inside Unreal Engine. This is where your creative vision meets technical precision—where a few carefully designed meshes and smart Blueprints can produce an endless stream of architectural possibilities.
This is where your artistic skills meet technical precision. Your procedural generator is only as good as the Lego bricks you feed it. The goal is to create a set of simple, reusable meshes that can be combined in countless ways.
Here are the non-negotiable best practices:
Your first kit doesn't need to be huge. Start with the basics: a solid wall, a wall with a window cutout, a wall with a door frame, a corner piece, a floor tile, and a simple roof cap. You can always add more later.
Now we build the brain. For this walkthrough, we'll use a Blueprint Actor, as it offers a fantastic, visual way to script the logic. Create a new Blueprint Actor and open up its Construction Script.
The Construction Script is special because it runs in the editor every time you move the actor or change a variable. This gives you real-time feedback, which is perfect for a procedural tool.
Here’s a simple starting point:
A detailed walkthrough starts by connecting your modular kit to the logic you just scripted. How does the Blueprint know where a door can go versus a window? We use tags and sockets.
Imagine your wall module with a window cutout. In your 3D modeling software, you can create a Socket named Window_Socket right in the middle of the hole. Back in Unreal Engine, after your Blueprint spawns that wall module, it can then check, “Does this module have a socket named Window_Socket?” If it does, you can then spawn a window mesh and attach it directly to that socket's location and rotation.
This is a powerful workflow:
After setting this up, you'll have a single Blueprint actor you can drag into your level. In the details panel, you can type in the number of floors, the dimensions, and a random seed. With every change, a complete, unique building is generated right before your eyes. That’s the power of Procedural Building Generators in Unreal Engine.
Generating buildings is one thing; making them run flawlessly inside a VR headset is another challenge entirely. At this stage, the focus shifts from creation to efficiency. We’ll dig into techniques like instancing, LODs, and mesh baking to ensure your procedural cities don’t just look great—they perform at the rock-solid frame rates VR demands. Because in immersive environments, speed isn’t optional; it’s the foundation of presence.
Building a cool generator is one thing. Making it run at a rock-solid 90 frames per second in a VR headset is another challenge entirely. In VR, performance isn't a feature; it's a requirement. Dropped frames can lead to motion sickness, instantly breaking the immersion.
Your biggest enemy is the draw call. Think of a draw call as one instruction from the CPU to the GPU to draw something on screen. A scene with thousands of individual objects—like every window, wall, and roof tile being its own actor—will overwhelm the CPU. The GPU will be sitting there, waiting for instructions.
This is where we get smart:
Your procedural Blueprint is a fantastic in-editor tool. It’s a factory for creating buildings. But you don't need the whole factory running inside your final game. For maximum performance, the best approach is often to bake the generated output into a single, highly optimized static mesh.
Here’s the workflow:
This gives you the best of both worlds: infinite, rapid iteration during design, and the raw performance of a single, hand-optimized mesh at runtime. You can even create a simple Blueprint Utility Widget with a Bake Selected Building button to automate this entire process with a single click.
Don't assume your optimizations are working—prove it. Unreal Engine gives you the tools to hunt down performance hogs.
While your level is running, open the console (using the ~ key) and use these commands:
And the most crucial step? Test in the headset. Performance on your desktop monitor is not a reliable indicator of VR performance. Put the headset on, move around your procedurally generated buildings, and watch for any hitches or stutters. This is the only true test for any VR environment design.
Once you’ve built a functional generator, the real magic begins—scaling it. We’ll explore how to decouple logic from data, streamline style variations, and evolve your system into a flexible framework capable of producing entire cities in multiple aesthetics. This is about future-proofing your workflow, transforming your tool from a one-off solution into a powerhouse that grows with every project you tackle.
Okay, you've built a generator for one architectural style. What happens when you need a completely different look—sci-fi instead of gothic, or art deco instead of brutalist? You could duplicate your entire Blueprint and swap out all the mesh references, but that's a maintenance nightmare.
This is where you level up by separating the logic from the data. Use a Data Table.
A Data Table is essentially a spreadsheet that lives inside Unreal Engine. You can create a structure (a Struct) that defines a “style set,” containing variables for your core meshes: WallMesh, WindowMesh, RoofMesh, DoorMesh, etc. Then, you create a Data Table based on that structure.
Now, in your main Blueprint, instead of referencing the meshes directly, you have a single variable: ArchitecturalStyle (as a Data Table Row Handle). The Blueprint’s logic remains the same—it still knows how to build a structure. But at the beginning, it looks up the chosen row in the Data Table to know what modules to build it with. Suddenly, changing the entire look and feel of a city is as simple as selecting a different item from a dropdown menu. This is how you achieve true automated building creation at scale.
As you build more complex generators, things will inevitably go wrong. Your first few creations might look like something out of a physics nightmare. Don't worry—it happens to everyone. Here’s how to fix the most common issues:
Debugging a visual algorithm can be tricky, but the Blueprint debugger is a powerful tool. You can set breakpoints to pause the execution of your construction script and inspect the value of every variable at each step of the generation process.
The most powerful procedural generators aren't built in a day. They evolve over time, growing with each project. You should design your system from day one with this in mind.
Think about your system's architecture. Instead of one monolithic Blueprint that does everything, can you break it down? Maybe one Blueprint handles the core structure, and another handles placing decorative props. This makes it easier to add new features later.
Establish clear naming conventions for your modules. A name like Wall_300x300_Window_A is much more useful than Wall_5. This allows you to use your Blueprint logic to search for specific types of modules. For example, you could grab all meshes that contain the tag _Window_ to populate a list of possible window variations.
By planning for expansion, you’re not just building a tool for one project. You’re building a system that will compound in value, saving you more and more time with every new module you add. Your generator becomes a living library of your team's creative assets, ready to be deployed in any world you can imagine.
We've covered a lot of ground—from the nuts and bolts of modular kits to the VR-critical optimizations that make your worlds feel real. But the most important takeaway isn't a specific Blueprint node or a console command.
It's a shift in thinking.
You started this journey as a digital bricklayer, meticulously placing one asset at a time. Now, you’re the architect of the entire factory. Your Data Tables are the raw materials, your Blueprints are the assembly line, and your ever-growing library of modules is the toolkit to build anything you can imagine.
This isn't just about solving the 3D content bottleneck. It’s about unlocking a new scale of creativity.
You're no longer just building models. You're building systems. That’s the real power here. You get to focus on the vision; the generator handles the volume.
So go on. Fire up the factory. We can't wait to see the worlds you build.
Max Calder is a creative technologist at Texturly. He specializes in material workflows, lighting, and rendering, but what drives him is enhancing creative workflows using technology. Whether he's writing about shader logic or exploring the art behind great textures, Max brings a thoughtful, hands-on perspective shaped by years in the industry. His favorite kind of learning? Collaborative, curious, and always rooted in real-world projects.
Aug 27, 2025
Aug 26, 2025
Aug 22, 2025