Environment / architecture / mesh review

Modular Stair Kit

A proposed reusable construction vocabulary for straight, L-turn, U-return and exterior-access stairs across different house plans. Separate repeatable flight sections, landings, rails and supports keep assembly flexible without stretching a complete staircase mesh.

Status: reviewReference: exploratoryLast materially updated: 2026-10-13

Reference goal

The owner requested image design for a modular staircase kit flexible enough for actual gameplay and diverse houses. These boards answer which pieces should be separable and how those pieces can form different circulation layouts. They do not establish new approved dimensions or runtime behavior.

Existing geometry references: the short stair is 100 × 50 × 25 cm, with two 12.5 cm rises and 25 cm tread depths. The House 01 full-storey U stair has a different confirmed profile: 300 cm rise, 18 equal risers, 28 cm going, 120 cm clear flight width and a 260 × 120 cm return landing. Those contracts remain authoritative for those existing assets, not automatically for a new kit.

The short threshold profile and full-storey profile are separate families. Matching materials does not make their step geometry interchangeable. Existing material acceptance remains governed by the ModularKit material quality workflow.

Reference board

AI concept showing proposed modular stair parts, timber and concrete construction, separate rails and landing assemblies
01 — Parts and construction language. Source: built-in image_gen, 2026-10-12. Reference status: exploratory. Filename: 01-kit-parts.png. Use the separation of flight, landing, support and railing roles.
AI board combining straight and exterior stair house studies with top-down L-turn and U-return route plans
02 — House-fit studies with orthographic L/U plans. Source: built-in image_gen, 2026-10-12. Reference status: exploratory. Filename: 02-house-layouts.png. Use the distinct footprints and annotated lower/upper routes; precise geometry must come from a measured model. Two perspective attempts incorrectly showed U flights starting at ground and were rejected. Plans clarify that the returning upper flight begins at intermediate landing height.

Full generation prompts and provenance. AI images illustrate intent; their tread counts, joints and walk-path graphics are not dimensional evidence.

Annotations / proposed piece roles

Proposed roleAssembly purposeDesign rule
Flight starterMeet the lower finished floor.Keep the first rise consistent with the selected profile. Floor finish thickness must be part of the measured joint.
Repeat flight sectionExtend a straight ascent using repeated short sections.Maintain the same pitch and tread rhythm. Add real modules rather than non-uniformly scaling an entire flight.
Top connectorMeet a landing or upper finished floor.Resolve the final riser and surface ownership without duplicate treads or an improvised taller final step.
Square turn landingForm a left or right L turn.A level landing changes heading by 90°. Rotate compatible pieces; do not bend the inclined flight.
Rectangular return landingConnect parallel U flights.The second flight begins at landing elevation and rises back in the opposite direction. Landing depth and flight separation belong to the selected profile.
Landing infill / floor-edge closureFit a landing to a hall, balcony or opening.Provide measured width options or fitted infill, subject to approval. Visual overlap is not an acceptable fit.
Sloped rail / level rail / post / capGuard only exposed edges; support wall-side or open-side variants.Keep rails separate from walking geometry and leave entry, turn and arrival paths open.
Stringer / shell / supportMake timber and concrete construction visibly plausible.Support the flight and landing; cover exposed ends with deliberate closed geometry. Timber and concrete may share logical interfaces while requiring different meshes.
Short threshold stairConnect a porch or local floor level change.Retain a separate profile from the full-storey family; reference the existing short-stair contract.

Why these arrangements are useful

Straight: simple circulation in a long hall. L: route around a house corner with a level turn. U: return within a compact stair bay. Porch / side access: reuse the construction language outside with visible supports and a floor-edge landing.

Material direction: natural timber with rounded tread nosings, recessed risers and readable cut ends; cast concrete with restrained relief and deliberate side/underside surfaces. Image rail finishes and hybrid timber-on-concrete construction are proposals, not approved Appearance Set entries.

Proposed assembly sequence
  1. Measure lower and upper finished-floor datums, wall thickness and the complete opening above the route.
  2. Select one approved stair profile whose equal risers can reach that height exactly. If no profile fits, stop for a profile decision rather than stretching the mesh or changing the last riser.
  3. Choose straight, L or U layout and compatible level landings.
  4. Assemble starters, repeat sections and top connectors; verify reciprocal joint transforms and exact surface levels.
  5. Add supports and rails only on exposed edges; inspect underside and joints from real room camera positions.
  6. Validate target-house geometry, collision and save/reload. Owner-started PIE and acceptance follow separately.

Do not copy / known limits

  • Do not derive production dimensions, triangle budgets, texture sizes, exact module counts or floor opening extents by measuring an AI image.
  • Do not replace the existing short stair or confirmed House 01 U stair merely because the new boards look different.
  • Do not assume a 25 cm threshold rise can be stacked into any arbitrary storey height. Actual houses and existing floor datums differ.
  • Do not use winding triangular treads or spiral geometry to conceal insufficient landing space. Such families are outside these studies.
  • Do not treat a clean concept surface or apparent walking route as owner material approval, collision evidence, navmesh acceptance or a PIE pass.

Linked production / validation to prepare

FEAT-WORLD-DESIGN — canonical architectural and material contracts · FEAT-BUILDING — placement and snap · Shared appearances · PIPE-MANUAL-HOUSE-AUTHORING — existing authoring workflow · ART-DIRECTION — photoreal visual target.

Proposed production acceptance: measured route through straight, left/right L and U assemblies; level continuity; ceiling/headroom envelope; player and camera clearance; landing guard openings; collision at every joint; independent surface/rail/support bindings; actual target-house material evidence and verified Save/reload. Owner performs walking, stopping, turning and multiplayer PIE review, including Dedicated Server plus two clients. Cook/performance evidence remains separate.

If these become player-built durable pieces, integrate them into the existing Building catalog, shared Appearance Sets and central persistence contract in the same implementation change. Costs, HP and new saved fields require a confirmed source; none are supplied here.

Textured kit and BP_ManualHouse integration — 2026-10-13

Target-house placement — updated 2026-10-18: following both floor plans, GeneralHouse now uses 80 LightPlanks members in 1fStair for 200 cm stairs against the garage wall, with 200 × 200 cm turning landings and a flush Z50 → Z350 route. First Flights accept full lower-edge structural Slab support; existing support IDs/tombstones remain the persistence path. Native support, actual ISM bindings, 172 simple-collision samples, eight tests, Editor/Game builds and Level Save/reload pass. Surrounding hall flooring and owner visual/PIE acceptance remain separate. Canonical current layout and actual Editor evidence.

[OWNER AUTHORIZED; SAVED FOR VISUAL REVIEW] The owner authorizes textures and ManualHouse integration, superseding the earlier mesh-only restriction. Landing attaches only ahead of the upper Flight exit, following the example; there are no side-of-Flight landing slots. Surfaces use the same LightPlanks, DarkPlanks and CastConcrete family as structural Ceiling. Actual visual acceptance remains pending.

Production: twelve meshes under /Game/Lambeer/World/Environment/ModularKit/Meshes/SM_StairKit_*, twelve DA_Piece_StairKit_* definitions and two shared DA_Appearances_StairKit_{Wood|Concrete} sets are saved. Geometry, corner pivots and authored collision retain the reviewed profile: 100 cm width, 50 cm run, 25 cm rise; two 12.5 cm risers and 25 cm goings. Wood tread/frame stays one mesh. Landing/Rail remain 100 cm, with rail posts integrated at run25/75 and no Start, separate post or Rail End asset in the active kit.

Source → targetImplemented contactValidation
Landing → FlightFour departure edges, ascending away from the landing top.Correct walking datum and upright unit-scale source pose.
Flight → FlightStraight continuation, local +50 cm run / +25 cm rise.Decorative frame bounds below zero do not shift the walking datum.
Flight → LandingOne upper exit, local (50,0,25), matching the example.No side slots; duplicates and blocked points rejected at fresh commit.
Slab → LandingLanding underside rests on Slab top; landing walking top is 25 cm higher.Complete same-height structural coverage across Slab25/50/100, including internal holes; Finish is not structural support.
Landing → Landing / RailAdjacent level tiles support turns; level Rail fits the four inset perimeter runs.Both integrated post feet require completed walking surfaces.
Flight → slope Rail100 cm rail spans two successive 50 cm flights, inset 4 cm from either width edge.Both post feet must have real support; removal of either support also removes the dependent rail.

Texture and orientation: the five existing Ceiling surface/cut MIs and their unchanged 2K reusable maps are used directly. Wood is eligible for LightPlanks/DarkPlanks; concrete members use CastConcrete. Rails use the shared wood finishes, including DarkPlanks in the concrete review examples. Member-oriented metre UV0 follows tread/landing/frame/rail grain; wood cuts use independent end-grain slot1, and columns retain vertical grain even at 25 × 25 × 25. Concrete binds its matching cast surface to both slots. The shared Sensei master, Ceiling maps/MIs and Painter sources are preserved. Procedural source physical area remains unmeasured; the authored metre repeat is provisional. Shader displacement is zero and Tessellation is overridden off by the reused MIs.

DarkPlanks cut-edge colour correction — 2026-10-13

[OWNER REQUEST / SAVED REVISION] The owner rejected the orange cut-edge colour in the actual DarkPlanks staircase. All seven wood kit definitions retain the shared set and stable VariantId. Its independent cut slot1 now uses /Game/Lambeer/World/Environment/Materials/Instances/MI_StairKit_DarkWood_Edge, duplicated from the existing Ceiling cut MI with only Albedo Tint A changed. The original EndGrain BaseColor, Normal, Roughness, AO and Metallic maps, grain direction, UV scale, zero displacement and Tessellation-off settings remain. LightPlanks, concrete, Ceiling MIs, shared master and owner GeneralHouse are unchanged.

Reproducible colour: tint RGB (0.25394173, 0.27380279, 0.54592810), alpha1, matches the mean scene-linear RGB of the existing DarkWood BaseColor to EndGrain; the conversion uses the sRGB transfer function before averaging. This corrects the previous orange bias while preserving cut-grain detail. Original source hashes and the exact recipe are in the colour recipe. No new texture, mesh, shader or source geometry was authored. The five original reused MIs remain, with this sixth kit-specific MI added.

Actual DarkPlanks tread and cut edges after colour correction and disk reload
Actual Unreal result after Save/reload, at the owner's original front camera.
Actual DarkPlanks cut faces and stepped frame with corrected brown colour
Exposed side/frame cuts; lighting and exposure retained from the review level.

Validation: the new MI, shared Appearance Set and review map are saved and reloaded from disk. Readback verifies the exact tint, retained PBR settings, all seven wood definitions, 23 actual DarkPlanks ISM bindings and nine unchanged houses / 330 authored records. Validation · Actual bindings and preserved records. Previous captures above are historical evidence before this edge correction. Owner visual acceptance and the previously pending PIE/cook/performance checks remain unverified; no new native build or gameplay test was required for this material-only revision.

Editable source: RawResource/Models/Productions/Environment/ModularKit/StairKit_20261013/Source/StairKit.blend and twelve FBXs in its Export folder. Source provenance is the existing Ceiling texture manifest. Source vertices and collision are unchanged; only material sections/UV orientation and production bindings change. Nanite was rebuilt through fresh typed native settings after an initial whole-struct settings write produced invisible targets; actual target rendering is now checked, not inferred from an enabled flag. Full fallback is retained. A failed Interchange reimport of the short column was repaired with scoped legacy FBX import; its one UCX hull is restored and the previous Interchange setting is restored.

Review level: /Game/Lambeer/World/Maps/L_StairKitReview_20261013 contains nine actual BP_ManualHouse instances: Straight/L/U × LightPlanks/DarkPlanks/CastConcrete, totaling 330 stable authored records. Each includes its supporting Slab, upper matching Ceiling surface and modular supports. Lighting/exposure is inherited unchanged from the saved mesh review; camera poses are recorded with captures. The earlier clay review remains a historical level.

Actual LightPlanks U staircase built by BP ManualHouse, including inset posts and matching Ceiling
LightPlanks, actual Unreal target and joins.
Actual DarkPlanks U staircase and matched structural Ceiling
DarkPlanks, the same reusable geometry and metre density.
Actual cast-concrete U staircase with dark wood rails and matching concrete Ceiling
CastConcrete structure with DarkPlanks rails in the review example.

Wood walking/contact detail · Exposed frame and cuts · Cast surface and tread relief.

Scope and durability: these are authored catalog entries for BP_ManualHouse, outside the unchanged player radial. No new player construction economy is approved; authored RequiredUnits is zero and editable resource HP inherits the existing Ceiling resource template. Per-piece support identities and central schema1 damage/removal deltas remain canonical. The shared dependency expansion handles a rail's second supporting Flight and full Slab coverage, scoped to its own house. Authoritative destruction persists all affected tombstones through USaveSubsystem / ULambeerWorldPersistenceSubsystem and restores them after SQLite reopen; no new save field or schema is introduced. PCG generation and new player radial choices are outside this request.

Verification: Editor/Game Development builds and 54 non-PIE checks pass, including actual Editor commit/removal/Undo, rotated mixed-size coverage, both rail post supports and authoritative second-support destruction with SQLite restore. Scoped save and real disk reload verify all 26 assets, nine houses, 330 IDs/poses, actual ISM slot bindings, Nanite and authored collision. GeneralHouse and the shared master remain byte-identical. Source Shader/UV fixes, temporary diagnostics and the initial test failures are retained separately. Owner physical Viewport input, visual acceptance, PIE traversal/rejoin, AI, packaged cook and performance remain unverified. Tests · Disk reload and bindings · Source evidence · Placement guide.

Historical clay-only stage. The current textured ManualHouse delivery is documented above.

Saved grid mesh review / integrated rail posts

Owner decisions: use BP_ManualHouse Grid 25/50/100; one Repeat-derived flight per family; combine Wood treads and frame; Landing and Rail 100 only. On 2026-10-13 the owner chose one rail per level/slope with posts inset from the ends, rather than separate posts or a Rail End variant. The historical image vocabulary and intake note below are superseded for this review.

Current active kit: 12 mesh types. Walking modules are 100 cm nominal width, 50 cm run and 25 cm rise, with two equal 12.5 cm risers and 25 cm goings. Twelve units reach 300 cm. Each Wood/Concrete family has one combined flight, one Landing100 and Column25x25 heights25/50/100. Shared rails are SM_StairKit_Rail_Slope100Rise50 and SM_StairKit_Rail_Level100. Both contain two posts at local run25 and75 cm; their horizontal length remains100 cm. Level posts rise102.5 cm from the landing; slope posts rise90 cm from the authored tread tops. End overhangs are25 cm; no terminal variant. The level handrail centre102.5 cm joins the slope directly.

Saved review: /Game/Lambeer/World/Maps/L_ModularStairMeshReview_20261012; six Wood/Concrete Straight/L/U examples plus12-part catalogue, 306 unit-scale kit instances. U examples have adjacent100 cm flights, no central gap and two100 cm landing tiles; the flight/landing bay is400x200 cm excluding entry/arrival pads. Rail inset leaves approximately92 cm nominal clear width; actual player/camera/AI and target-house acceptance remain pending. Repeat support below the pivot is retained, including the first module at ground.

Editable source: RawResource/Models/Productions/Environment/ModularKit/StairKit_GridReview_20261012/Source/StairKit_GridReview.blend, with12 FBX exports in its sibling Export folder. UE packages are in /Game/Lambeer/World/Environment/ModularKit/MeshReview/StairKit_20261012. A constant clay review material is used; textures, Substance authoring, production Appearance Sets, runtime selector/snap/catalog, costs/HP and gameplay persistence are outside this mesh review.

Actual Unreal mesh review of the Wood U staircase with posts integrated into each 100 cm rail
Actual Unreal viewport; integrated posts are inset from rail ends. Texture-free mesh review.
Close view of slope-to-level handrails and integrated inset posts
Actual joint and landing evidence. Final visual and traversal acceptance remains with the owner.

Validation: 306 actual transform/binding checks,12 actual imported bounds/Nanite/clay checks,13 active mesh/material packages plus saved map reloaded; active packages clean. Editor simple collision samples pass for144 treads and192 integrated posts on96 rail instances. Each rail has exactly two post convex hulls; decorative bars/balusters have no newly added collision. No duplicate post origins; closest same-datum post centres are32.53 cm apart. These checks do not establish capsule, camera, AI or PIE acceptance. Original FarmingGame Blender source and GeneralHouse map remain byte-identical to the intake evidence.

Evidence: source validation, placements, Save/reload, tread collision, integrated rail checks and revision changes. Prior source/export/map and changed rail packages are backed up under outputs/modular-stair-mesh-review-20261012/integrated-rails/prior/. Historical standalone post and other superseded packages are unused and excluded from the active catalogue; some older files remain Windows-locked. Physical deletion is not claimed.

Approval notes / unresolved decisions

2026-10-12 / initial concept: image/design exploration requested and two selected reference boards delivered. No geometry or gameplay validation was performed during concept generation.

2026-10-12 / historical intake before profile clarification: the owner requested implementation into a new review level and explicitly deferred all texture work to inspect meshes first. Blender and Unreal MCP are connected; Blender currently holds a clean FarmingGame source, which must be preserved when creating a separate Lambeer source. The inspected GeneralHouse main floor at Z=50 cm and structural Ceiling at Z=350 cm provide a 300 cm rise reference. The new kit's profile and width remain pending owner clarification (House 01 reference versus another specified profile). No new mesh or review level has been created yet; appearance and gameplay acceptance remain pending.

  • TBD-STAIR-KIT-001 — [RESOLVED FOR MESH REVIEW 2026-10-12] Owner required Grid25/50/100; exact current walking profile is in the saved review above. Final gameplay acceptance remains separate.
  • TBD-STAIR-KIT-002 — ManualHouse connections are implemented above. Floor-finish allowances and fit/clearance in specific target-house openings remain unverified.
  • TBD-STAIR-KIT-003 — Collision representation, player/camera clearance, AI traversal and owner gameplay/visual acceptance for actual target houses.
  • TBD-STAIR-KIT-004 — Owner selected Ceiling finishes and ManualHouse integration; final visual acceptance, production budgets and any player-building economy remain unresolved.