I created a blueprint in Unreal Engine 4 to manage the generation of buildings with randomized modularity for more streamlined level design.
The designer is given the following editable parameters to control the generation of a building:
Which wall mesh to use for each side of the building
Material to use for the building
Number of stories
Width of the building in number of modular pieces
Depth of the building in number of modular pieces
How far, if at all, to extrude the left and right side of the building and how far back in number of modular pieces (in order to generate a L or T shaped building)
The script works by first looping through the number of stories specified by the designer, and performing the rest of the script for each story. It then loops through each modular wall piece, assigning it the correct mesh, material, and position in space according to the parameters set by the designer. Additional parameters including room brightness and window blinds height are randomized to add variation. Lastly, the building is capped with roof pieces scaled to fit the shape of the building.
I also created a blueprint to control the movement of hover-cars in my scene. First, a spline is created which the designer can edit through control points in the scene. The blueprint has editable variables for the speed of traffic, the number of hover-cars, and the average spacing between them. The blueprint loops through each hover-car, spaces them apart appropriately, and increases their position along the spline until they reach the end, at which point they jump back to the beginning. At this point the color of the hover-car is randomized so that there is seemingly an endless flow of unique traffic.