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Procedural British Neighbourhood

A two-stage Houdini Engine pipeline for creating a baked building library and assembling a British neighbourhood in Unreal Engine 5.

Project Overview

This personal project was inspired by the neighbourhood where I lived during my time in the UK. The red-brick houses repeatedly caught my attention and encouraged me to study how their footprints, facades, and street layout worked together.

The result is a two-stage Houdini Engine pipeline: one HDA creates and bakes building variants, while a second HDA distributes those assets along roads or riverbanks in Unreal Engine 5.

System Architecture

The two HDAs operate sequentially: the first produces a baked building library, and the second uses those Unreal assets to assemble the neighbourhood.

HDA 01 — Building Generator

Converts a closed footprint curve into a complete building with configurable floors, facades, openings, decorations, and roof forms, then bakes approved variants to Unreal assets.

HDA 02 — Neighbourhood Layout

Uses a road or river guide curve to generate placement points, select meshes from the baked building library, orient facades, and remove overlaps.

Baked Asset Library

Provides the hand-off between the two stages. Each approved building becomes a stable Unreal Static Mesh with a reusable asset reference.

Unreal Engine 5

Provides the production context for art direction, material assignment, lighting, asset review, and the final baked neighbourhood.

HDA 01 — Procedural Building Generator

Each building begins with a closed curve edited in UE5. The HDA generates the walls, roof, windows, doors, frames, awnings, and facade details.

The exposed controls support rapid architectural variation without changing the underlying network:

Houdini procedural building generator network and adjustable parameters

Building Generation in UE5

Houdini Engine recooks the building whenever its curve or parameters change, allowing the silhouette, scale, materials, and facade rhythm to be evaluated directly under Unreal lighting.

Different footprints, floor counts, roofs, materials, and seeds form a controlled library of building variants. Approved results are baked as Unreal Static Meshes with consistent pivots, scale, material slots, and asset paths.

Procedurally generated British building variants presented in Unreal Engine 5
Building assets generated and reviewed in Unreal Engine 5

HDA 02 — Neighbourhood Layout

At the environment scale, a guide curve defines the road or river. The layout HDA scatters points along both sides, selects compatible meshes from the baked library, orients their facades, applies controlled variation, and removes overlaps.

Each point stores a selected building reference through unreal_instance, together with its transform. Houdini Engine converts the result into Unreal instancers rather than duplicated Static Mesh Actors.

Why This Matters for Game Production