Feature Specification

World Design

Concept-level world and map specification for a fictional post-outbreak peninsula: seven settlements, one endgame island, fully enterable buildings, and a road-driven progression structure inspired by Project Zomboid.

Status: draftOwner: UnassignedUpdated: 2026-10-11

Production context

Requirements sourceOwner design workshop, 2026-09-05
Decision markersConfirmed requirements, planning recommendations, risks, and 1 open TBD and 6 resolved decisions are labeled inline.
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Authoritative project content

Purpose & player value

The world must make travel a survival decision. Dense, fully explorable settlements provide scavenging stories and local navigation; roads, wilderness, bridges, and regional loot differences give vehicles and long-distance expeditions a purpose. The map is designed to create recognizable home territories, risky progression routes, and recurring PvE/PvP pressure without relying on disconnected levels.

Setting — [CONFIRMED]

Modern fictional post-apocalyptic peninsula. Society has collapsed after the Lambeer outbreak. The world is grounded, recognizable, decayed, and geographically fictional rather than a direct copy of a real region. Contemporary towns, suburbs, highways, farms, military infrastructure, industrial facilities, and coastal tourism coexist across distinct environmental regions.

The peninsula meets the outside world at one landward isthmus. A military wall seals that isthmus and forms the diegetic land boundary. Ocean surrounds the remaining sides.

Scope

  • One persistent open-world map per server, supporting the confirmed target of approximately 40–60 concurrent players.
  • One peninsula mainland, one endgame island, one large central city, two medium cities, and four small starter towns.
  • Multiple connected environment types: coast, forest, farmland, wetland, hills, industrial land, and urban land.
  • A complete road hierarchy, selected river crossings, two independently routed highway bridges to the island, and abandoned rail infrastructure.
  • Enterable underground spaces: Central City subway areas, sewer/service routes, military/research bunkers, and underground parking.
  • Every authored building is enterable. The tallest buildings are limited to ten accessible above-ground floors.
  • Concept-level placement and quantity planning for mandatory civic, retail, military, transport, research, and survival POIs.

Out of scope for this concept pass

  • A final illustrated map, surveyed coordinates, World Partition grid settings, or production-ready landscape dimensions.
  • Final underground-network routes and connectivity. Depth caps by POI family are decided under TBD-WORLD-007.
  • Final city and region names; readable role-based working names are used.
  • Dynamic location events such as convoys, helicopter crashes, supply drops, fires, or migrating event objectives.
  • Player-operable trains. Rail lines, stations, and abandoned rolling stock are exploration and loot spaces only.
  • Structural destruction for POIs and progression-locked buildings. Ordinary authored houses follow the per-piece destruction rule below.
  • Exact loot tables, zombie counts, boss assignments, and per-volume no-build buffer meters. Laboratory key rules are decided under TBD-WORLD-006; exclusion categories and shapes under TBD-WORLD-003.

Terminology

TermProject meaning
Settlement footprintThe planning area occupied by a settlement, including streets, lots, civic space, and immediate suburbs. It is not a final landscape boundary.
Enterable buildingA building whose gameplay-relevant interior can be entered and traversed. No exterior-only façade buildings are allowed, including small sheds and utility structures.
Starter townOne of four small towns selectable by a new player. Selection chooses a spawn area, not a single fixed spawn point, and does not create a safe zone.
Strategic POIA location with a unique progression, loot, military, boss, transport, or lore role.
Endgame islandThe single island region containing the Island Resort City and concentrated high-risk content. It remains physically accessible by ordinary travel.

Project Zomboid reference target

[CONFIRMED] Project Zomboid is the map-design reference for a continuous road-connected region, varied settlement sizes, high building density, fully enterable structures, location-specific loot, environmental storytelling, and exploration without loading transitions.

Lambeer-specific translation: the same principles must work for a photoreal third-person PvPvE game with drivable vehicles, persistent raidable bases, vertical buildings up to ten above-ground floors, fixed boss POIs, and approximately 40–60 players. The presentation, exact layout, assets, combat space, and progression remain original to Lambeer. Conventions Lambeer must not copy are recorded under TBD-WORLD-005.

World scale & concept allocation

Planning baseline, not a locked production dimension. [CONFIRMED — owner decision 2026-09-15] 100 km² remains the unlocked calculation baseline. P13 does not wait on locking this number and proceeds at kit-town scale. TBD-WORLD-001 stays open until a measured blockout report retains or revises the total under WORLD-C10. [RECONFIRMED — owner decision 2026-09-22] Leave this TBD open. Do not lock 100 km² before that report.

At the 100 km² baseline, the island occupies 20 km², or 20% of the total planning footprint. The mainland-side envelope, including the peninsula, river, and internal water, occupies the remaining 80 km².

Land-use envelopeConcept estimateReason
Central City metropolitan footprint14 km² recommendedLarge urban core, suburbs, Lamla institute, major military zone, two malls, civic and industrial districts.
Two medium-city footprints10 km² totalApproximately 5 km² for West Regional City and 5 km² for Island Resort City.
Four small-town footprints6 km² totalApproximately 1.5 km² per selectable starter town.
Standalone strategic/transport sites8 km²Power plant, military wall, bridge approaches, rail yards, remote utilities, and separated POIs.
Road, rail, and right-of-way network7 km²Primary highways, arterials, rural roads, selected river bridges, and abandoned rail corridors.
Non-urban landscape and water55 km²Coast, forest, farmland, wetland, hills, river, undeveloped island terrain, and buffers.

The allocation totals 100 km² and demonstrates that the requested concept can fit without enlarging the map at this stage. It does not prove travel time, density, or streaming performance. Increasing the map is justified only if blockout tests cannot preserve city identity, road travel, wilderness separation, and server performance at the baseline.

Macro topology

  1. Landward isthmus and military wall: the controlled outer edge of the peninsula. Isthmus Town provides one of the four selectable starter locations.
  2. Mainland outer region: West Regional City occupies one side of the progression axis and contains a regional airport. Nearby starter towns feed multiple road approaches rather than one mandatory route.
  3. Central region: Central City is the only large city and the map's geographic, transport, military, commercial, and narrative center.
  4. Island-facing coast: highways separate into two independent bridge approaches. River and wetland terrain prevent a single straight corridor from becoming the only useful route.
  5. Endgame island: Island Resort City, a second regional airport, resort district, port, prison, community areas, and an island military zone share the 20 km² island envelope.

[RECOMMENDATION] Use an approximate west-to-east reading order during blockout—West Regional City → Central City → island bridges → Island Resort City—while the four starter towns occupy separated coastal, river, and isthmus approaches. Cardinal orientation remains a working convention until a map diagram is approved.

Settlement plan

Working nameTier / rolePlanning footprintEnterable building estimateRequired identity
Central CityLarge city; central progression and high-risk hub12–14 km²450–650 addressesUrban core, full suburb ring, Lamla Research Institute, large military zone, two malls, major hospital, university, police headquarters, fire services, industrial district, subway and sewer/service spaces.
West Regional CityMedium mainland city4–5 km²180–260 addressesRegional airport, one mall, hospital, police/fire services, school, mixed commercial/residential districts, surrounding farmland or industry.
Island Resort CityMedium island city; endgame region4–5 km² inside the 20 km² island180–260 addressesRegional airport, resort, port, prison, community district, one mall, hospital, police/fire services, school, and military zone.
North Coast TownSmall selectable starter town1–1.5 km²60–90 addressesCoastal services, fishing/community identity, clinic, school, police and fire presence.
South Coast TownSmall selectable starter town1–1.5 km²60–90 addressesCoastal/rural transition, local shops, clinic, school, police and fire presence.
River TownSmall selectable starter town1–1.5 km²60–90 addressesRiver crossing, wetland edge, local industry, clinic, school, police and fire presence.
Isthmus TownSmall selectable starter town1–1.5 km²60–90 addressesMilitary-wall shadow, highway services, checkpoint history, clinic, school, police and fire presence.

[PLANNING ESTIMATE] The complete concept contains approximately 1,050–1,530 enterable building addresses. An address is an instance, not a unique art kit. Final counts require blockout validation under TBD-WORLD-001.

The land-use categories above are mutually exclusive for calculation: roads and POIs inside settlement footprints are included in those footprints, while the separate transport and strategic-site allocations cover only inter-settlement or standalone land.

  • Every settlement transitions through suburbs, roadside development, or low-density lots before reaching wilderness. Central City must have the strongest and widest suburban ring.
  • No building may exist as an inaccessible exterior-only façade. Small sheds, utility huts, garages, and damaged structures still require a traversable interior appropriate to their form.
  • Buildings may use modular layouts and repeated kits, but repeated districts must vary routes, furnishing, damage, loot context, and environmental storytelling.
  • The maximum above-ground building height is ten accessible floors. Underground levels do not count against that cap; they use the separate per-family limits in TBD-WORLD-007. Every authored floor, including underground floors, must be accessible. Vertical routes and emergency escape alternatives are required during detailed design.

Roads, bridges, rail & island access

  • Primary highway spine: connects the isthmus, the mainland medium city, Central City, and the island-facing coast.
  • Central distribution: a bypass/ring and multiple urban arterials prevent all cross-map traffic from using one downtown street.
  • Rural network: secondary roads connect all four starter towns, farms, forests, utilities, and alternate city approaches. Off-road paths provide local shortcuts without replacing the highway network.
  • Rivers: at least one major river crosses the peninsula. Bridges exist at selected authored crossings; the final count and placement follow blockout.
  • Island bridges: exactly two highway bridges connect the island from different mainland approaches and land in different island districts. Building is prohibited on both bridges.
  • Alternative island access: players may normally reach the island by bridge, boat, or swimming. These methods do not require a special world unlock, although ordinary survival and PvP risk still apply.
  • Rail: abandoned railway lines, stations, yards, and rolling stock are enterable exploration/loot spaces. Trains are not player-operable.

[CONFIRMED — owner decision 2026-09-15] There are no authored foot or vehicle travel-time targets between starter towns, cities, opposite map edges, or island entrances. The owner will tune travel feel later. P13 blockout does not wait on numeric time goals.

Environment regions

Region typeNavigation and gameplay role
CoastPeninsula identity, starter-town routes, beaches, cliffs, marinas, boat access, and exposed approaches.
ForestConcealed travel, timber, isolated cabins, hunting/resource routes, and reduced long-range visibility.
FarmlandFood and water sources, open sightlines, farm compounds, and road-linked low-density scavenging.
WetlandSlow or channelled travel, water crossings, concealment, and alternate approaches around River Town.
HillsLandmarks, observation, difficult vehicle routes, resource variation, and natural separation between settlements.
IndustrialCrafting resources, warehouses, rail yards, power infrastructure, boss-site candidates, and PvP pressure.
UrbanHighest building density, interior exploration, varied loot, concentrated zombies, and vertical combat.

Concept POI program

POI familyConcept quantity / placementRole
Shopping malls4 total: two in Central City, one in each medium cityLarge mixed-loot interiors and high-pressure scavenging spaces.
Hospitals / clinicsOne hospital in each large/medium city; one clinic in each small townMedical progression scaled to settlement tier.
Police / firePresence in all seven settlements, scaled from local posts to Central City headquartersEmergency equipment, civic identity, and local landmarks.
Schools / universitySchool presence across settlement tiers; one university in Central CityCommunity storytelling, supplies, and varied interior layouts.
Regional airportsExactly two: West Regional City and Island Resort CityLarge traversal/loot spaces; no player-operated aircraft are specified.
PrisonOne on the endgame islandHigh-security fixed encounter/loot POI.
Port and resortOne major port and resort district on the islandIsland identity, boat access, tourism narrative, and high-value scavenging.
Power plantOne standalone mainland industrial POIInfrastructure landmark, crafting resources, and fixed encounter candidate.
MilitaryLarge Central City zone, island zone, isthmus wall/checkpoints, and selected smaller checkpointsHigh-tier risk/reward, world boundary fiction, and fixed encounter spaces.
Lamla Research InstituteExactly one, in Central CityUnique outbreak-origin landmark containing the locked special laboratory.
Underground spacesCentral City subway; urban sewer/service routes; underground mall/urban parking; military and research bunkers in appropriate strategic POIsAlternate navigation, high-risk interior exploration, infrastructure storytelling, and restricted-access progression.
Boss POIsFixed authored locations; exact boss-to-location assignments remain separatePredictable progression destinations that can become PvE/PvP hotspots.

Each mall includes a supermarket, weapon-oriented retail space, clothing shops, food court/restaurants, cinema, multilevel parking, loading/service corridors, multiple public entrances, and back-of-house routes. All included spaces are enterable.

Lamla Research Institute

  • [CONFIRMED] Lamla is the corporation that owns the sole research institute in Central City.
  • The institute contains the only special laboratory of its kind. Lamla's work caused the Lambeer pathogen, which produced zombies and other mutated life.
  • The special laboratory is locked and requires a key. [CONFIRMED — owner decision 2026-09-15] See TBD-WORLD-006: the key is a findable inventory item, consumed on use, not unique, and multiple copies may exist.
  • The institute must support public/corporate, research, service, security, and restricted-laboratory layers so the locked lab is a destination rather than a single locked door at the entrance.

In-game arms companies

[CONFIRMED] Lamla Arms is a subsidiary of Lamla and manufactures weapons. Metro is a competing company and a rival of Lamla Arms.

The approved Metro CS-01 chainsaw surface markings are specified in ART-DIRECTION. The product inscription does not establish a separate Metro manufacturing division or additional corporate structure.

For the L1810 pistol and its compatible accessories, see the L1810 content and markings reference. Product inscriptions are canonical there.

Revision — 2026-09-08: added the company relationships supplied by the project owner.

Progression, population & loot distribution

  1. Start: a new player selects any of the four small towns, then spawns within an authored town-specific perimeter. Starter towns are not safe zones.
  2. Local survival: low-to-mid tier necessities come from homes, clinics, local stores, farms, roadside stops, and nearby resource regions.
  3. Regional escalation: West Regional City introduces denser urban scavenging and the first regional airport.
  4. Central escalation: Central City provides the highest mainland density, major military content, multiple malls, and the Lamla narrative path.
  5. Endgame concentration: the island combines the tourist city, prison, military zone, airport, port, and fixed high-risk POIs.

[RECOMMENDATION] Zombie density starts from a land-use population profile—urban core, suburb, small town, rural, and wilderness—then uses the confirmed global server multiplier and local region rate defined by Zombie Design. This preserves believable pre-outbreak population patterns while allowing gameplay and performance tuning.

Loot remains container-based and server-authoritative. Location type determines loot family; threat, access complexity, and regional tier determine relative value. Exact tables remain canonical in the runtime data source defined by Inventory & Items, not in this map document.

Building, access & destruction rules

Owner correction — 2026-10-05: ordinary authored houses with no owner cannot be refund-demolished. They still accept piece-level weapon damage and destruction, with no refund. Current members of a valid existing owner Squad may use held Hammer + X for completed demolition within reach/visibility. This also replaces the former unowned PCG finish exception. POI/progression protection remains under WORLD-C09. See manual ISM implementation and the TH/EN guide.

  • Player bases may be built in urban and rural areas when placement rules pass.
  • Building is prohibited on both island bridges and inside authored exclusion volumes around critical POIs.
  • [CONFIRMED — owner decision 2026-09-15] No-build uses authored volumes that follow each POI footprint plus its primary entrance, parking, and approach roads. Giant circular radii that consume whole districts are not used. Exact buffer meters are authored per volume during blockout; they are not a numeric catalog.
    • Hard no-build: island bridges; airport runways and terminals; military compounds; the prison; the power plant; the Lamla campus; fixed boss arenas; primary highway carriageways and bridge decks.
    • Spawn perimeter only: the authored Fresh Spawn selection perimeter of each starter town. Starter towns are not safe zones. Ordinary town lots, shops, and outskirts remain buildable.
    • Buildable: ordinary houses, shops, rural land, forest, farmland, and suburb lots that are not inside a hard volume or spawn perimeter.
    • P13 test set: one spawn perimeter, one small civic POI, and one road-segment volume inside the kit proof town.
  • [CONFIRMED — owner decision 2026-09-29] Ordinary authored houses may have destructible walls, floors and roofs as individual building pieces. Each placement has its own stable house-instance identity and each piece has its own identity, damage state and durable restore path; see FEAT-BUILDING. A shared house layout does not share damage state across placements.
  • POI and progression-locked structural walls, floors, roofs and load-bearing geometry keep the previous non-destructible map rule. Ordinary doors and windows may be broken under their existing access rules. Locked progression doors, including the Lamla laboratory, must not be bypassable through ordinary building-piece or door/window destruction; their security rules belong to the detailed POI specification.

Day/night & weather

  • Dynamic day/night remains atmospheric and does not change zombie behavior, loot, or temperature decay in v1.
  • Rain applies wetness to exposed pawns according to Wetness & Rain. Every enterable interior must provide correct shelter semantics.
  • Fog, snow, and additional weather types remain visual-only until separately designed.

Production & technical constraints

  • The world is authored as one World Partition persistent map. Streaming strategy, Data Layers, HLODs, navigation, AI relevancy, and interior visibility must be proven before content multiplication.
  • [RISK] Approximately 1,050–1,530 fully enterable addresses plus up to ten accessible above-ground floors creates a major environment-art, lighting, navigation, loot, AI, persistence, and QA burden. Modular kits and repeatable room grammars are mandatory production dependencies, but cannot create inaccessible façades.
  • [RISK] Photoreal environments, Lumen/Nanite, MetaHuman players, dense interiors, AI populations, and 40–60 concurrent players require early streaming and server-budget tests.
  • Full-world production is not claimed. The bounded P13 map and gameplay-actor evidence are recorded below; Data Layer/HLOD and runtime acceptance remain pending.
Production sequence: [CONFIRMED — owner decision 2026-09-13] Prove the core loop in a limited area first, then expand to the complete seven-settlement/island world. The final world concept is unchanged. See P13 streaming/proof area, P20 core-loop acceptance and P24–P26 full-world production.
P13 proof-area brief — [CONFIRMED — owner decision 2026-09-15] Use a fictional kit town, not a named final settlement. Working name: Kit Proof Town. It is a starter-town-class slice (planning envelope 1–1.5 km², not a locked footprint) plus connected rural land and a dense-interior sample. Required contents: a traversable road, enterable houses/shops, one 3–4 storey building with one basement, one small civic POI (clinic or police post) for no-build testing, an authored spawn perimeter that does not make the town a safe zone, one road-segment exclusion, container loot, and rain-shelter interiors. Do not author the seven-settlement/island world inside P13.
Kit module decisions — [CONFIRMED — owner decision 2026-09-22] Finish floor to finish floor is 300 cm and includes the 20 cm slab, so clear headroom is 280 cm. Wall modules stay 300 cm tall. The minimum corridor stays 150 cm and is single file. Each stair flight has 10 risers of 15 cm and 9 treads of 30 cm: 150 cm rise, 270 cm going, 120 cm clear width. Two flights close one storey. The U-turn is two 150 cm landings side by side. Flight plus landing is 420 cm along the run, so the well is one 400 cm bay across and two bays along the run. Production checklist: RawResource/ConceptReference/Lambeer_P13_Modular_Kit_Specification.xlsx. Source records those numbers in LambeerKitModuleRules. ALambeerDoor is one runtime leaf with a swappable mesh, and ALambeerNoBuildVolume is the P13 marker for a spawn perimeter, civic POI, or road segment. Both native actor types are now placed in the P13 proof map. Door open state is not a save record.
P13 implementation choices — [CONFIRMED — owner decision 2026-09-23] Owner selected A for all four implementation choices: dedicated map /Game/Lambeer/World/Maps/KitProofTown/L_KitProofTown; a 1.0 km² test envelope with an approximately 600 × 400 m compact crossroad/three-block town core; Clinic civic POI; and cracked plaster/brick exteriors, concrete structure/basement, red-tile roofs, concrete/wood/ceramic floors and rusty/painted metal shutters/trims. Glass remains placeholder. These bounded choices do not resolve TBD-WORLD-001. Owner cancelled the blocked New Level dialog; MCP recovered. The dedicated map was created from the engine OpenWorld template, saved and loaded, with World Partition confirmed.

Blockout evidence — 2026-09-23: 452 static mesh actors form the measured ground/road envelope and eight prototype buildings: four houses, two shops, Clinic, and a four-storey building with one basement and connected switchback stair geometry. Buildings currently concentrate around the crossroad; the road envelope is not a claim of a fully populated 600 × 400 m town. Eight native doors, three measured no-build brush volumes (civic/spawn/road), a navigation bounds brush, PlayerStart and RainShelter-tagged ceilings/roofs are placed. No-build markers do not implement P16 placement enforcement. Save Current Level reported All Saved. Reports and viewport evidence are under outputs/p13-kit-proof-town-20260923/. Owner authorized authored-container persistence in this task; its contract is maintained in TECH-NETWORK-ARCHITECTURE.

Door correctness update — 2026-09-23: native doors now separate placement from hinge rotation so construction, replication and open/close do not replace the level-authored actor yaw. A non-PIE fixture covers four placement directions. MCP reload inspection found all eight saved Kit Proof Town doors using the new PlacementRoot; sampled hinge local transform is identity. No map actor was repositioned or asset resaved by this review task. Focused action text updates as the door state changes. Validation and owner checklist.

P13 Architecture base-model handoff — 2026-09-22

Authored loot and entry status — 2026-09-23: KPT_Clinic_PersistentLoot and KPT_Shop_PersistentLoot use native TestLootCrate defaults (five Wood), not a production loot table. Both opt in to persistence and have distinct saved actor-derived IDs; saved map reload verified those IDs. Seven Editor line traces verify the spawn ground, basement and all four above-ground floors, plus a 280 cm ceiling underside; this is not capsule/navigation/PIE acceptance. An always-loaded KPT_SpawnRegion is authored at the spawn perimeter, and the owner approved a map-specific Kit Proof Town option. UI and authoritative respawn validation now share an exact-package whitelist, with PIE prefix normalization. P13 presents only Kit Proof Town; other maps retain the existing four-town list. Closed-Editor native build and 12/12 combined persistence/world/death-rule regression tests passed (one existing GameplayCueNotifyPaths warning). Exact project reopened directly on this map; MCP confirmed PIE false, two saved crates and the always-loaded KitProofTown spawn region. Owner runtime entry acceptance is still required.

Owner acceptance after entry integration: open L_KitProofTown, use a separate test save and start Dedicated Server + two Preview clients. Verify spawn selection, every door/stair/basement route, rain shelter versus outdoors and navigation coverage. Take part of the Clinic crate, empty the Shop crate, save/exit and restart/rejoin; verify both player items and remaining/empty crate contents, with no refill or duplicate loot. Repeat after leaving and returning across an actual streamed-cell boundary once streaming configuration is finalized. Only owner-reported results may close these checks.

Base source production and Unreal import complete; first map blockout assembled, acceptance pending. The owner authorized basic geometry with real openings, preliminary UVs, material slots and collision, delegated missing dimensions and frame fitting, and supplied a provisional texture library. All 75 Architecture entries have individual FBX exports and editable Blender sources under RawResource/Models/Productions/Environment/KitProofTown/Architecture/ and saved StaticMesh assets under /Game/Lambeer/World/Environment/KitProofTown/Architecture/. The production workbook records the per-asset paths in Architecture columns X–Y, delivery status in Z, decisions in AA, and selected parameters in Defaults rows 62–152. Those cells are the owner-requested numeric production handoff; the pre-existing runtime kit-module contract above is unchanged.

The base kit uses +X depth/normal/ascent, +Y width, +Z up and centimetres. Single/double door frames are surface-mounted trims preserving clear openings; window frames are separate surface trims. Two U-shaped stairwell slabs form an open well. The basement stair is a complete switchback assembly, so its width records the full assembly rather than one flight. The base handoff originally used texture-less slots and planar UV0. Current Unreal import/binding/blockout evidence below supersedes that source-stage snapshot; finished trim, physical texture scale and runtime acceptance remain open. Base collision uses named convex UCX_* parts; stairs have ramp envelopes. Do not infer gameplay behavior from FBX metadata.

Evidence: all 75 FBXs were reimported into temporary Blender scenes and checked against source vertices, origin-relative world coordinates, centimetre bounds, UV0 and material-slot counts; all 75 individual .blend sources were reopened as Blender datablocks. architecture_manifest.json contains paths and construction choices; validation.json records file hashes and validation results. Combined Blender source contains the individual scenes and an overview. The overview displays the long basement ramp at 20% for readability; its individual source and export remain full scale.

Unreal import evidence — 2026-09-23: the 75 per-asset FBXs were imported at centimetre scale with their original names. Registry membership is exact: 75 StaticMesh packages, no missing or extra generated asset in the Architecture folder. Bounds, material-slot counts, source paths, saved packages and authored convex collision counts read back for all 75. Every convex hull reports bIsGenerated = false; navigation data is enabled. Unreal preserved UV0 and generated lightmap UV1 with coordinate index 1. Workbook Nanite policy is applied: 71 meshes enabled; the two single door leaves and two window-glass meshes remain disabled. Materials intentionally remain WorldGridMaterial placeholders until the owner chooses the slot-to-surface mapping.

Build delta retained as evidence: 72 meshes retain the exact FBX triangle count. Unreal built SM_KPT_Shopfront_Shutter_400 and SM_KPT_RollupDoor_300 with two fewer triangles each, and SM_KPT_Basement_Stair with eight fewer. Blender readback of both editable source and FBX found no zero-area or exact duplicate triangles, Unreal emitted no import warning, and the three meshes still match source bounds, slots and authored UCX. The delta is recorded rather than hidden or used to rewrite the owner-approved source. Full machine-readable evidence and eight representative previews are in outputs/p13-kit-proof-town-20260923/architecture-import-validation.json.

Material binding and remaining integration: 72 meshes / 142 slots now use saved/read-back starter Material Instances; three glass meshes remain unchanged. Physical texture tiling, normal direction, finished glass/trim, Data Layers/HLOD and navigation/streaming performance acceptance remain open. Imported collision and placed stair/door geometry are not owner traversal acceptance. The Architecture production Status remains Texturing. The dedicated blockout is now assembled; no agent PIE or performance acceptance is claimed.

Production recovery: Blender 5.2.2 crashed during multi-scene partial-library writing (BKE_view_layer_copy_data), after individual exports were saved. The owner restarted Blender; all individual source files reopened successfully. The combined file was then saved with normal Save As and rendered successfully.

House 01 — suburban traditional kit contract — 2026-09-27

[OWNER CONFIRMED — 2026-09-27] Produce a reusable architectural kit and assemble House 01 in L_KitProofTown. Preserve the proposed room plan and compact House 01 stair. The owner authorizes interpretation of unseen elevations, frame/roof details and suitable placement while preserving existing map contents. Scope includes exterior and complete architectural interiors, doors, windows, stairs, floors and ceilings; counters, sanitary fixtures and all furniture are excluded. Neutral preview materials precede owner building review and subsequent owner-supplied final materials.

Separate kit family: Existing P13 assets retain their approved dimensions. House 01 uses 280 cm wall panels below a 20 cm slab zone, 15 cm interior and 20 cm exterior walls, 100 × 220 cm clear doors, and the compact 18-riser stair. Concept drawing labels that conflict with this contract are superseded. Status: In production — owner level save pending. The architectural assembly is placed in the live level; its new external actor packages still require the owner to Save Current Level.

Confirmed envelope and modular dimensions

ElementHouse 01 contractInterpretation
Building envelope14 × 10 m per storey140 m² gross each; 280 m² combined includes the 36 m² garage, walls, circulation and stair zone. Not net living area.
Front porch / garage8 × 1.5 m porch; 6 × 6 m garage zonePorch projects in front of the left residential wing. Garage is front right on the ground floor, with residential rooms above.
Vertical stack300 cm finished floor to finished floor; 20 cm slab/ceiling zone; 280 cm clear room heightStairwell opening is continuous above the flight path; local finished details must not reduce required headroom.
Walls20 cm exterior / 15 cm interior thickness; 280 cm wall height below the next slab for both shell typesTwo-sided interior partitions. Exterior siding/brick are finishes on the shell, not separate full structural walls. Gable infill is a separate component.
Planning / detail snap50 cm plan grid; 10 cm detail placement snapHouse-specific authoring setup. Stair rise/run uses its own exact local profile and is not quantized to this grid.
Reusable panels / tilesSee the component sizing scheduleSolid, door-opening, open-passage, corner, T-junction, wall-end and stairwell-edge variants. Add thickness allowances at intersections; dimensions are not verified mesh bounds.
Access100 × 220 cm clear internal and main entrance doors, including bedrooms and bathrooms; corridors at least 150 cm clearClear passage after installing the frame and opening the door, not leaf size or rough wall opening. Check door swing, furniture, character capsule and third-person camera. Diagrams do not establish these clearances.

Modular component sizing schedule

[OWNER CONFIRMED FOR HOUSE 01 PRODUCTION — 2026-09-27] Use a small repeatable set for this house. The owner selected these module spans and preserved the room plan. Production and assembled-building review remain separate checkpoints. Wall lengths below are nominal spans along the wall assembly axis, not finished clear room dimensions. Wall height and thickness remain defined in the envelope table.

ComponentNominal sizeUse
Short wall50 cm lengthShort fillers beside openings and room corners.
Small wall100 cm lengthAdjust room spans and spaces between openings.
Primary wall200 cm lengthDefault assembly unit; solid, door-opening and single-window variants.
Long wall400 cm lengthOptional long solid spans or paired-window variant.
Door-opening panel200 cm overall wall spanThe whole panel includes wall beside the opening and above its lintel. This is not the door width. Use the clear passage dimensions in Access.
Window-opening panel200 cm single-window / 400 cm paired-window overall spanProduction window profiles are recorded by piece in the asset register; panel span does not define glass size.
Floor / ceiling tiles100 × 100 cm and 200 × 200 cm plan sizesFlat, edge and stairwell-edge variants. The slab/ceiling zone thickness is defined in the vertical-stack row.

Assembly examples: a 3.5 m nominal wall span uses 2 + 1 + 0.5 m pieces; a 6 m span uses 4 + 2 m pieces. Allow for wall thickness and corner joints when calculating finished room clearance.

Door dimension distinction: the clear width is the usable passage with the frame installed and the door open. The rough wall opening must accommodate the selected frame; door-leaf dimensions depend on that frame and hinge geometry. The House 01 production profile is defined in Detailed joinery; do not use the clear-passage dimensions as the wall cutout or leaf dimensions.

Reusable connection parts: provide 90-degree corners, T-junctions and wall-end caps. Separate door leaves, door/window frames, casing and baseboards from the main wall panels. Use consistent pivots at finished-floor level and the same end of each wall module. Author dimensions directly and assemble at scale 1; verify junction allowances in a sample room before producing the full set.

The planning/detail snap values above govern placement. Stair rise/run remains an exact local profile and does not snap to the room grid. Reference: Epic Games — Actor Snapping.

Room zones and access

Room-zone drawing coordinates are metres: x increases left to right, y increases front to rear; front is y = 0. The production assembly JSON instead uses UE centimetres with X depth and Y width, as documented below. Cardinal arrows in concept art are page orientation only, not a verified world placement. Zone rectangles include wall allocation and are not finished clear room dimensions. Each floor's zones cover 140 m² without rectangular overlaps. The stair reservation remains x = 5–8, y = 4–8 on both floors.

Ground floor

ZonePlanning size (m)x range / y range (m)
Living5 × 40–5 / 0–4
Foyer3 × 45–8 / 0–4
Garage6 × 68–14 / 0–6
Dining5 × 30–5 / 4–7
Kitchen5 × 30–5 / 7–10
U stair3 × 45–8 / 4–8
Rear passage3 × 25–8 / 8–10
Mudroom3 × 28–11 / 6–8
Powder room3 × 211–14 / 6–8
Breakfast / family6 × 28–14 / 8–10

Upper floor

ZonePlanning size (m)x range / y range (m)
Bedroom 25 × 2.50–5 / 0–2.5
West hall5 × 1.50–5 / 2.5–4
Upper hall / study nook3 × 45–8 / 0–4
Bedroom 36 × 4 gross zone, minus approved corner hall8–14 / 0–4; rear-left 150 × 150 cm clear hall plus partition allocation. See production correction.
Primary ensuite3 × 20–3 / 4–6
Primary dressing vestibule2 × 23–5 / 4–6
Primary bedroom5 × 40–5 / 6–10
Same stair opening3 × 45–8 / 4–8
Shared bathroom3 × 25–8 / 8–10
Loft / circulation6 × 48–14 / 4–8
Rear service hall1.5 × 28–9.5 / 8–10
Laundry2.5 × 29.5–12 / 8–10
Linen / storage2 × 212–14 / 8–10

Ground access: porch → foyer → living/dining and stair; dining → kitchen → rear passage → breakfast space. Garage connects through mudroom to the residential rear area. The powder room opens from breakfast, not directly from the garage. Upper access: stair arrival → upper hall → west hall or loft; each bedroom has independent access, the primary ensuite is private through dressing, and the shared bath is reached through the rear service hall. Furniture is illustrative; the shallow breakfast zone needs a compact arrangement and a preserved passage, not a large dining set.

Confirmed House 01 compact U stair

ParameterProduction geometry
Total rise / count3000 mm / 18 equal risers; exactly 3000 ÷ 18 mm per riser (166.67 mm rounded). Two flights, 9 risers each.
Going / run8 goings per flight × 280 mm = 2240 mm horizontal run. Landing serves as the ninth upper step surface.
Clear flight / gap1200 mm flight width; 200 mm central separation. Full-width landing 2600 × 1200 mm.
ReservationNominal 2600 × 3440 mm assembly envelope before side construction; reserve 3000 × 4000 mm. Fit side stringers, rails and wall thickness within the reserve in detailed modelling.
Elevations / directionGround 0; intermediate landing +1500 mm; upper arrival +3000 mm. Flight B returns 180° from Flight A.
Headroom / rails2200 mm headroom target; handrail 900 mm above nosings; landing guard 1000 mm. Guard infill, tread geometry and collision ramps are authored; owner traversal review remains pending.

Real-world proportion reference: ICC 2021 IRC, Chapter 3 / R311.7. The proposed wider flights, gentler rise and deeper going are an architectural design choice; no jurisdictional compliance, construction approval or game traversal acceptance is claimed. An unfolded elevation is arithmetic only; the actual stair returns in plan. Opening edges must not cover either flight's headroom path.

Modern Farmhouse — option B

[OWNER CONFIRMED — 2026-10-01] Reusable ModularKit naming. The current kit is shared across authored houses under /Game/Lambeer/World/Environment/ModularKit/. Its 59 assets (41 meshes, 10 Blueprints, five materials and three material Data Assets) remove _MF01 from package names: for example SM_Wall_Solid_100, BP_WallPiece, BP_BuildingPiece and DA_Material_Wood. House layouts have their own assembly names, such as the owner's proposed BP_House2Floor; that proposal is not a created asset. Existing geometry, sizes, pivots, snap components and material-slot identities are preserved. The Modern Farmhouse reference and historical Blender/FBX filenames below retain provenance; they do not restrict kit reuse. Native catalog paths use ModularKit. Legacy SM_MF01_* saved piece IDs resolve to the current definitions; site identity, ownership and contributions survive restore, and subsequent capture uses current definition IDs without changing the save schema. Renaming uses Unreal asset tools to update existing Blueprint dependencies.

[OWNER CONFIRMED — 2026-10-08] Door kit addition, double-leaf correction and cleanup. The 2026-10-08 logical catalog snapshot contained 53 meshes and 53 Piece Definitions: the independent 200 x 200 cm frame uses a fitted double-leaf assembly, with one half-leaf opening from each jamb. The owner corrected the initial single wide leaf; the assembly retains its existing asset ID and placement pivot. The obsolete exterior door 200, interior door 200, interior passage 200 and standard leaf plus their definitions are removed. The 100 x 200 pair remains available with a single leaf. Dimensions, source files, temporary bills, reference cleanup, snap and persistence are canonical in the two-size door contract. Earlier 41/55-mesh counts below are dated production snapshots.

[OWNER AUTHORIZED PRODUCTION — 2026-10-10] The centered two-panel wood door is authored for both nominal sizes, with Original, B Pale Honey and C Whitewashed Ash sharing four frame/leaf render meshes and black decorative hardware. Editable sources, bindings and actual target evidence are canonical in the wood door production record. The owner-selected A butt-hinge revision is now entirely Leaf-owned: no hinge on a bare Frame; its frame-side plate direction was corrected after the owner GeneralHouse report; both sizes/all colors and Save/reload are checked. The three finishes remain provisional pending owner visual acceptance; existing usable material baselines remain unchanged. The 2026-10-12 owner retirement removes legacy Door Wood choices and sets the surviving warm finish as default/fallback across ManualHouse, player Building and central save restore.

[OWNER SELECTED — 2026-10-12] A new rectangular 200 × 150 cm fixed window has two large left/right panes and one vertical centre mullion. It reuses the three existing Wood colors and common glass, with owner-approved 1.5× material/HP values rounded up. Building/ManualHouse paths and validation status are canonical in the wide-window production record.

[OWNER AUTHORIZED — 2026-10-10] Both window sizes now offer the existing Original, B Pale Honey and C Whitewashed Ash door wood finishes, with member-oriented metre UV0 render copies shared across colors. The owner authorized reusing the large window's existing glass on the 75 × 75 window. Source paths, explicit wood/glass slot bindings, actual UE views and Save/reload are canonical in the window finish record. Owner visual/PIE/cook acceptance remains pending; the two usable material baselines are unchanged.

[OWNER CONFIRMED — 2026-10-08] Shared metre UV0. The original 41 current ModularKit meshes now use 1 UV unit per metre, replacing their prior 8 m reference repeat. The 14 newer modules retain their existing metre UVs. Geometry and collision are preserved; material scale, source/reimport evidence and projection limits are canonical below.

[OWNER CONFIRMED — 2026-10-08] Uniform ModularKit slab thickness. SM_Slab_100, SM_Slab_50 and SM_Slab_25 are imported and saved with 25 cm thickness, superseding the original 20 cm dimensions. Their footprints remain 100 × 100, 50 × 50 and 25 × 25 cm. The pivot and upper face stay at local Z=0; the bottom extends to Z=−25. Three individual Blender sources, authored UCX collision hulls, FBXs and the editable 41-type catalog are synchronized. Live MCP confirms bounds, one authored collision hull, retained slots/materials/Nanite/UV channel count and clean saved assets. All twelve ManualHouse Editor regressions pass, including full/quarter slab-top stacking, Rectangle and Undo/Redo. Imported bounds yield 50 cm combined thickness for each of the nine two-size pairings. This decision applies to the three ModularKit meshes; procedural PCG slab geometry is outside this asset change. Mesh reimport does not automatically migrate authored transforms. The owner separately approved releveling the existing L_GeneralHouse layout: 431 Slab100 upper faces moved from local Z=20 to 25 and 332 from Z=40 to 50; 72 Wall25 bases moved to 25 and eleven Wall100 bases to 50. MCP verified all 83 wall contacts and every actual ISM transform, preserving all 846 piece IDs, appearances, support IDs, XY layout and scale. The slab layers now occupy Z=0–25 and 25–50 with no vertical overlap. The Level is saved clean; physical viewport acceptance remains pending. Current revision evidence.

Historical Modern Farmhouse kit — owner revision 2026-09-29; superseded garage. The active catalog has 41 reusable Static Mesh types: the prior 40-type geometry revision with the separate 100 cm garage panel replaced by one 500 × 48 cm rigid sectional panel and a curved overhead track. The editable Blender catalog, 41-type register and Unreal validation describe the current deliverable. The porch column is 25 × 25 × 100 cm with a bottom-corner pivot. Solid walls, retained opening/frame bays, gable infills and fixed windows are now 15 cm deep under the 2026-10-10 approved revision. The two fixed windows retain 100 × 150 and 75 × 75 cm face dimensions. Window-opening wall bays, separate sash and shutter are absent. All 41 FBXs were imported and saved under /Game/Lambeer/World/Environment/ModularKit/Meshes/; Unreal MCP readback matched the registered bounds and material slots. Ten saved Blueprints under the sibling Blueprints/ folder provide a shared piece base, snap-point archetypes for slab, wall, opening, roof, porch column, stair and linear pieces, a material-definition class and a sectional garage door with a spline and five rigid panels. One shared placeholder material and three material instances make Wood red, Brick green and Concrete blue; three material Data Assets store these names and visual references without gameplay values. All ten Blueprints compiled with warnings treated as errors, and all 17 new BP/material/Data Asset packages were saved clean. OpenAlpha and SetDoorOpenAlpha are available for Editor review, but the owner-selected Timeline float track and runtime trigger are pending manual Editor setup. The native P16 catalog now integrates construction placement, compatible snap matching, site replication and persistence; see current player placement rules. Damage and destruction remain later gameplay work. The original assembled house and user's open original Blender catalog remain untouched; no revised full-house assembly or map placement was made. Owner visual review and PIE remain open.

ModularKit additions — 2026-10-02: two fixed louver modules, six Floor/Ceiling Finish sizes, two standalone door pieces, a compact U stair and three Exterior Wall Finish sizes extend the original 41-mesh kit to 55 meshes and 73 saved kit assets (10 Blueprints, 5 materials, 3 Data Assets). Louvers use 25 cm depth and separate frame/blade slots; finishes use fixed 100/50/25 cm squares, 1 cm thickness and contact-face corner pivots. All fourteen additions have complex-as-simple collision. The compact stair and exterior finishes follow the room/circulation contract. The new frame has outer dimensions 100 × 200 cm and an independently fitted static open leaf; door dimensions, player construction and validation are canonical. Blender supplies these reusable pieces; house, slab, finish-clipping, roof and gable surfaces remain procedural in UE5. Louver scope · Floor/ceiling finishes and gameplay status.

Historical checks, superseded: the legacy sectional garage and its three meshes were removed on 2026-10-11. Use the current selected kit and endpoint diagnosis; the former OpenAlpha/Timeline checklist below is historical.

Historical Owner Editor checks: In the ModularKit folder, verify 42 assets in Meshes (41 base pieces plus the attic vent), ten in Blueprints, five in Materials and three in Data. In a temporary unsaved review level, place one slab or wall archetype, switch its TierMaterial among the three material instances, and verify red/green/blue without changing CatalogMesh. For the shared and other archetypes, switch PreviewMaterial. Inspect the named SceneComponents in each archetype and change its nominal size variable with the matching mesh; verify the snap markers move to the expected corners or ends. Editor actors still require manual assembly; the player preview now consumes compatible marker data through the native runtime placement rules. Place BP_SectionalGarageDoor, set OpenAlpha to 0, 0.5 and 1 in Details, and verify five panels follow the overhead spline. No agent PIE result or runtime control is claimed. The owner will add a Timeline float track, connect its Update output to SetDoorOpenAlpha, then perform any PIE review personally.

[OWNER CONFIRMED — 2026-09-27; REVISED 2026-09-28] Produce the selected three-bedroom, two-floor Modern Farmhouse as a reusable architectural kit for KitProofTown. The owner rejected the many-size, custom-closure approach on 2026-09-28: every distinct piece should also be suitable for player construction, so each category needs a small, repeatable size set. The 2026-09-27 geometry and assembly are superseded and must not be placed or expanded. House 01 and original P13 buildings remain unchanged.

ContractConfirmed scope
Reference envelope40 × 52 feet = 1219.2 cm facade width × 1584.96 cm overall depth in the source plan. [OWNER CONFIRMED — 2026-09-28] Adjust to the nearest 25 cm planning grid: 1225 cm facade width × 1575 cm overall depth (+5.8 / −9.96 cm). Preserve the identifiable facade, porch/garage setbacks and room relationships subject to the gridded plan.
Vertical stack[OWNER CORRECTION — 2026-09-28] 320 cm finished floor-to-floor: three 100 cm solid-wall courses, then a 20 cm slab zone. Nominal clear height beneath the slab is 300 cm. This supersedes both the prior 300/280 cm option B stack and the reference ceiling labels for this commission; House 01 and P13 retain their separate standards. Stair rise and roof/eave elevations must be redrawn for the 320 cm storey.
Walls and openings[OWNER CORRECTION — 2026-09-29] Solid-wall panels have exactly three square face sizes: 100 × 100, 50 × 50 and 25 × 25 cm, now 15 cm thick for both interior and exterior under the 2026-10-10 revision. A 200 cm-high solid wall uses two 100 cm-high courses; no separate 200 cm-high wall or corner/T/end-connector piece is allowed. The old 15/20 cm variants, arbitrary spans and custom closures are superseded for this kit. The prior 100 × 220 cm clear-door target remains subject to opening-bay fit review.
Room programGround: office, foyer, great room, kitchen/dining/prep zones, mudroom, powder room, two-car garage and front/rear porches. Upper: three bedrooms, primary/shared baths, WIC, laundry and connecting hall.
Production and reviewArchitectural interior/exterior kit only; no furniture, counters or sanitary fixtures. The current catalog has one independent standard door leaf, two fixed complete windows and a sectional garage door made from one repeated rigid panel mesh. No player-building or opening gameplay is implemented. Neutral preview materials first, owner catalog review, then owner-supplied materials and final review.
Delegated detailsUnlabelled opening/frame/roof details and vacant-site placement may be chosen consistently with the selected references. Consequential room-plan changes needed for access require owner resolution.

[OWNER CONFIRMED — 2026-09-28] This commission prepares buildable architectural pieces and snap interfaces only. Implementing the player construction system, resource costs, placement validation, and persistence is later work governed by the building-system contract. No gameplay implementation or PIE acceptance is implied by importing meshes.

Historical 2026-09-28 compact module schedule — superseded by the 2026-09-29 41-type catalog above

The following 42-type table, asset/readback claims, assembled house and KitProofTown showcase describe the previous revision only. The owner removed its UE assets, and its 20 cm walls, window bays, sash/shutter and earlier garage panel are not part of the current 41-type import.

[OWNER APPROVED — 2026-09-28] Use the 25 cm placement grid, exact authored sizes and scale 1. The owner confirmed three square solid-wall face sizes at one 20 cm thickness, prohibited separate wall-junction pieces, and approved the remaining opening, roof, porch and stair category schedule below. No piece may be generated for an arbitrary room remainder, roof intersection, material finish or house-specific coordinate. Use material slots/instances for finish variation. Door and window leaves/frames belong to reusable buildable opening sets; cosmetic trim is integrated rather than multiplied into bespoke structural pieces. Panel-to-panel corners, T intersections and wall ends must close through ordinary panel geometry and snap rules, with seams/collision verified before production acceptance. The owner selected a functional L stair and allowed approximate room proportions where needed for circulation, while preserving the reference's overall appearance and plan character.

CategoryProposed closed size setReusable function
Floor / ceiling slab100 × 100, 50 × 50, 25 × 25 cmSame three planar footprints for both storeys, ceiling and porch deck; 20 cm slab zone remains. Openings are left untiled rather than cut from unique slabs.
Solid walls100 × 100, 50 × 50, 25 × 25 cm face sizes only; one shared 20 cm thicknessOne 200 cm-high section uses two 100 cm-high courses. Three 100 cm courses reach the 300 cm slab underside; the 20 cm slab zone above completes the 320 cm storey. No separate junction, termination or custom-height mesh.
Door / window bays200 cm standard door and window bay; 300 cm feature-window bay; 300/600 cm garage-door baysThe standard door retains 100 × 220 cm finished clear passage. Wide windows and the two-car garage are explicit functional archetypes, not a range of arbitrary widths.
Roof surface and linear connectors100, 50, 25 cm projected module lengthsRepeat surface, ridge, valley, eave and gable-edge pieces on one grid. Proposed pitches: 8:12 for house/garage gables and 3:12 for porch/shed roofs. No roof patch clipped to a unique location.
Stair / porch accessOne 300 × 400 cm L stair; 20 × 16 cm risers, 25 cm goingsOne buildable stair assembly joining the 320 cm storeys, with standard snap boundaries. The upper slab supplies the final riser; first and second flights turn at a 125 × 125 cm landing. Check headroom and Laundry access in the assembled plan. Porch steps reuse one standard width where needed.

Approved catalog target — 42 distinct buildable mesh types, not placed instances. The owner selected three total solid-wall meshes at one shared 20 cm thickness and removed all six wall-junction types: 53 − 8 − 6 + 3 = 42. Geometry must still prove seams, openings, stair and roof closure without adding arbitrary variants. Frames and glazing surfaces are integrated into their opening/sash meshes; finish changes use material slots.

Type familyProposed typesCount
Floor / ceiling slab100 × 100; 50 × 50; 25 × 25 cm3
Solid wall100 × 100; 50 × 50; 25 × 25 cm square faces, each 20 cm thick.3
Wall junction / terminationNone; ordinary panels must form every corner, T and end.0
Opening bayExterior door 200 cm, interior door 200 cm, interior open passage 200 cm, standard window 200 cm, feature window 300 cm, garage door 550 cm6
Movable opening partsStandard door leaf, repeatable garage-door panel, standard window sash, reusable shutter4
Roof surfaceGable pitch 100/50/25 cm; porch/shed pitch 100/50/25 cm projected lengths6
Roof connectorRidge 100/50/25 cm; valley 100/50/25 cm; eave 100/50/25 cm; gable edge 100/50/25 cm12
Gable infillRepeatable left/rising and right/falling infill edge units2
PorchColumn; beam 100/50/25 cm; step module5
StairOne 300 × 400 cm storey-height L stair assembly with integrated inner guards1
TotalDistinct proposed mesh types42

The catalog is intentionally closed by category. Counts above are unique mesh types, not placed instances. All 42 approved types have editable Blender sources, FBX exports and saved Unreal StaticMeshes. The whole-building Blender assembly and a static circulation check are complete; owner visual and PIE traversal reviews remain open. The superseded 295 Unreal StaticMeshes were removed through Unreal MCP after all 295 returned zero referencers. Unreal asset-registry readback then found exactly the 42 registered replacement meshes, with no missing or extra names.

Confirmed core pilot — 2026-09-28: six individual editable Blender sources and FBX exports under RawResource/Models/Productions/Environment/KitProofTown/ModernFarmhouse/Compact/, with matching saved Unreal StaticMeshes in /Game/Lambeer/World/Environment/KitProofTown/ModernFarmhouse/Meshes/. The six assets are slab 100/50/25 cm squares and solid-wall 100/50/25 cm square faces at 20 cm thickness. Unreal MCP readback verified all six imported bounds, single preview slot, one authored collision hull, lightmap coordinate index 1 and saved state. A Blender master contains straight, corner and T contact examples plus three 100 cm wall courses meeting the underside of the upper 20 cm slab at Z = 300 cm. This is geometry and Editor inspection only: no snap sockets, Blueprint, full house assembly, map placement or PIE acceptance is claimed. Core register · Joint-test master.

Opening, porch, roof and stair production — 2026-09-28: six opening bays, four movable opening parts, five porch parts, 20 roof/gable parts and one L stair were authored as 36 additional reusable types. All 42 current types have individual editable sources/FBXs and saved Unreal StaticMeshes. Readback verified source-matched centimetre bounds, material slots, lightmap coordinate index 1 and clean saved packages; opening collision preserves its door/window apertures, the three valley sizes retain two authored convex hulls each, and the nine decorative ridge/eave/gable-edge pieces have collision removed. Preview materials reuse House01 instances pending the owner's later material review. The 8:12 gable, 3:12 shed and 45-degree same-pitch valley pieces use only 100/50/25 cm projected footprints; two mirrored 75 cm run/50 cm rise infills repeat below gable slopes. The 300 × 400 cm L stair reaches the upper slab at 320 cm via 20 risers and has 21 authored convex collision hulls for treads/landing and inner guards. The roof joint source analytically checks 19 shared-edge samples with zero discrepancy. This validates individual assets and analytic joins, not a complete building, navigation or traversal. The asset register records exact paths and counts.

Review material slots: MF01_Floor (5 meshes), MF01_Plaster (9), MF01_Siding (6), MF01_Door (2), MF01_Glass (1), MF01_Roof (12) and MF01_Trim (20). Counts are meshes carrying each slot, so multi-slot assets appear in more than one count. These names are stable surface regions for the owner's later materials; the currently assigned instances are neutral review placeholders.

Gridded assembly source and static checks — 2026-09-28: the editable MF01 compact assembly contains 2,267 unit-scale module instances from 40 of the 42 catalog types; two additional connector sizes remain available for other builds. The floor, upper-floor stair hole and ceiling use only square slab modules. A 300 × 400 cm L stair at plan X700/Y550 exits into a widened upper hall; Laundry moved behind that hall so it no longer blocks arrival. The reference's three bedrooms, office, garage, open living/kitchen, baths, WIC and porches remain as architectural spaces with approximate room proportions. The source assembly plan and static validation record exact placements. Four roof layers have complete non-overlapping grid coverage; 1,715 sampled adjacent roof edges differ by at most 0.000007 cm. A 2D clearance raster with a 42 cm radius and doors assumed open reaches all selected ground/upper room probes, including Laundry, primary bath and WIC. This does not test vertical stair movement, live capsule/camera behavior, animation or PIE. The snap contract records grid, axes, pivots, spans and attachment rules for a later player-building system; it does not claim runtime snapping or UE Static Mesh sockets.

Unreal assembly and live showcase — 2026-09-28: /Game/Lambeer/World/Environment/KitProofTown/ModernFarmhouse/Blueprints/BP_MF01_ModernFarmhouse_Compact compiled with 2,267 StaticMeshComponents, saved clean, and has exactly 40 registered mesh dependencies. A review instance at (-17500, -3200, 30) cm and all 42 unit-scale catalog examples are placed in the live /Game/Lambeer/World/Maps/KitProofTown/L_KitProofTown Editor level. The actor count rose from 641 to 684, and the 42 catalog bounds have no XY overlap. Site inspection excluded existing roads, buildings and catalog actors; the sky, ground and nav bounds are intentional overlaps. These 43 new external actor packages are not yet saved. Unreal MCP SceneTools.save_actor rejects a new house and a sample catalog actor with Asset does not exist under /Game/__ExternalActors__/.../L_KitProofTown/. The owner must focus the L_KitProofTown viewport and press Ctrl+S (Save Current Level), then report completion for package/existence verification. The main level asset being clean does not prove the new external actors were saved. Until verified, the showcase is live-Editor-only and review status remains Awaiting level save.

Modern Farmhouse compact house in the KitProofTown Unreal Editor
Unreal Editor review instance with neutral preview materials; level external actors await save.
Modern Farmhouse rear and 42-piece catalog in Unreal Editor
Rear view and separate 42-piece catalog; live Editor placement, not saved-level verification.
Modern Farmhouse compact assembly front exterior
Blender source assembly — front exterior with neutral review colors.
Modern Farmhouse compact assembly rear exterior
Rear exterior and continuous shed roof over the porch/dining extension.
Modern Farmhouse upper-level architectural cutaway
Upper architectural rooms and stair shaft; roof and ceiling hidden only for this view.
Modern Farmhouse ground-level architectural cutaway
Ground architectural rooms, garage and L stair; upper storey hidden only for this view.

Owner PIE traversal check after first building review: enter through the front porch, visit the office, powder room, living/kitchen/dining area, garage and rear porch; climb and descend the L stair with the intended character/camera; from the upper landing enter each bedroom, the shared and primary baths, WIC and Laundry. Check stair headroom, landing and door swing/camera clearance. Record owner-reported results here; no agent PIE result is claimed.

Current review state — 2026-09-29. The 41-type Blender/UE catalog above supersedes the 42-type schedule and prior live-Editor showcase described in the historical evidence. The owner removed the earlier UE assets and intends to delete the prior assembled house later; the house Blender source was not changed. The new garage has closed/open Blender preview scenes, and the UE garage Blueprint compiles, but owner visual review of the catalog and garage motion remains open. A replacement house assembly, gameplay systems and PIE traversal are outside this asset-preparation revision.

Five rigid garage door panels closed in the Blender sectional garage review scene
Current sectional garage catalog review: closed.
Five rigid garage door panels stored overhead along the curved track in Blender
Current sectional garage catalog review: panels stored overhead.
Superseded candidate upper landing and Laundry shiftHistorical 2026-09-27 proposal only. The entire layout must be redrawn on the replacement modular grid. Primary Suite zone WIC L stair / upper arrival at X920 Candidate Laundryfront X935 Proposed Laundryfront X1070195 x 180 cm gross Move 135 cm 150 cm to front wall Local plan crop. Rear is up; facade-right is right. Proposal pending owner choice.
Superseded 2026-09-27 layout study; do not use for replacement geometry or traversal acceptance.

Current evidence / supersession: the prior 295 independent pieces remain as readable source/FBX and saved Unreal assets, and the prior provisional assembly contains 1129 component placements. The prior set contains 40 floor types and 75 wall types, plus numerous roof pieces tailored to individual locations. These assets are superseded and unsuitable as the new player-buildable schedule; do not expand or place them. No MF01 Blueprint or map placement was created. The replacement kit, assembly, building review, UE construction integration and PIE validation have not been completed.

Prior source and asset locations: RawResource/Models/Productions/Environment/KitProofTown/ModernFarmhouse/ and /Game/Lambeer/World/Environment/KitProofTown/ModernFarmhouse/Meshes/. The old generator, old assembly plan and old register are marked superseded pending replacement and reference-safe cleanup.

Transfer / preview profile: use the verified centimetre / baked Y-axis conversion and planar tiled UV0 convention from House 01. MF01 slot identity is independent; preview assignments reference existing House 01 material instances without modifying them. Reuse the existing opaque-environment Nanite policy; movable parts/glazing remain non-Nanite. Authored collision retains openings; decorative cladding/trim has no collision. Numeric performance budgets and final material density remain unapproved; Editor inspection will not establish runtime performance.

Selected reference files

House 01 production and circulation correction

[OWNER CONFIRMED — 2026-09-27] Recess the rear-left corner of Bedroom 3 to connect the upper hall and loft. Retain every room and the compact stair. The new corner hall provides 150 × 150 cm finished clear space; its gross allocation includes the 15 cm partitions. This resolves the concept's corner-only connection and supersedes that corner of the generated upper-floor diagram. Bedroom 3 keeps its front windows; its entrance moves to the new corner hall.

Detailed joinery: door wall cutout 110 × 225 cm; jambs and head 5 cm; clear passage 100 × 220 cm. Panel leaf 99.4 × 219 × 4 cm, 0.3 cm lateral closed gaps, with independent left/right hinge geometry. Single-door review instances are held open at 120 degrees with swing direction chosen to keep circulation clear. The sectional garage door is closed for facade review, with its 500 × 240 cm framed opening accessible through the mudroom from inside. The sectional garage door is closed for facade review, with its 500 × 240 cm framed opening accessible through the mudroom from inside. No opening/closing gameplay is implemented by this architectural kit.

Production paths: editable pieces, master assembly, individual FBXs, source generator, asset register and assembly plan are under RawResource/Models/Productions/Environment/KitProofTown/House01/. Unreal destinations use /Game/Lambeer/World/Environment/KitProofTown/House01/. The assembled house and 156-piece catalog are placed, but their first external actor save is pending in /Game/Lambeer/World/Maps/KitProofTown/L_KitProofTown; all 484 pre-existing actor references were retained; the original proof cluster remains in place.

Transfer and materials: centimetre authoring at Blender unit scale 0.01; measured FBX conversion is UE X = Blender X, UE Y = −Blender Y, UE Z = Blender Z, with yaw sign reversed. Source geometry and Blender placement bake that mirror explicitly; assembly-plan and UE coordinates use positive Y across the facade, so the garage stays on the reference's right. Every instance uses positive unit scale. Surface slots are H01_Plaster, H01_Siding, H01_Brick, H01_Trim, H01_Roof, H01_Floor, H01_Door, H01_Metal and H01_Glass; each piece carries its applicable subset. Neutral material instances support geometry review; glazing is currently an opaque placeholder. UV0 provides overlapping local planar coordinates at an 8 m reference repeat. UVs reset for each reused mesh; continuous patterns across instances need a confirmed world-aligned or instance-offset material workflow, or deliberate module seams at material integration. Imported assets report lightmap coordinate index 1; this setting is not a direct UV channel-count inspection. Final texture scale, seams and glass appearance require the later owner-material integration review.

Collision and rendering: separate authored convex wall/frame parts retain openings; stair collision uses ramp envelopes. Decorative trim, cladding, gutters and handrails have no collision; landing guards and door leaves retain collision. Remove importer-generated hulls on decorative finish meshes so they do not seal the underlying wall openings. Follow the existing opaque-environment Nanite policy; separate movable leaves, sashes, shutters and glazing remain non-Nanite. No new performance budget or runtime acceptance is implied.

Validation status — geometry review ready; owner level save pending: 156 readable editable piece sources and FBXs, 1104 unit-scale Blueprint mesh components, and a 156-piece catalog. Source meshes pass signed-volume, zero-area and boundary-edge checks and contain UV0. Unreal measured bounds, slot order and authored collision counts match the register; importer collision was removed from non-colliding decorative pieces. Twenty-two vertical rays over the authored stair ramp, landing and arrival geometry measured a minimum headroom of approximately 280 cm against the 220 cm target. This is not a swept-capsule test. The assembly Blueprint was compiled and saved. Evidence is under outputs/house01-kit-20260927/. Static circulation sampling at native character radius 42 cm, on a 5 cm grid, reaches all 21 room probes after the approved corner-hall correction and excludes the unsupported stair shaft. This does not verify live Blueprint capsule overrides, step movement, third-person camera or runtime performance. No agent PIE was run. Owner building review is pending; final owner materials follow explicit review approval.

Review navigation: in L_KitProofTown select H01_SuburbanTraditional under House01/AssembledHouse in the World Outliner, then press F in the viewport. The separate pieces are under House01/KitCatalog. Reusable Blueprint: /Game/Lambeer/World/Environment/KitProofTown/House01/Blueprints/BP_H01_SuburbanTraditional. Editable Blender master · Operational JSON register.

Measured production review views

Unreal exterior
Unreal exterior; geometry review with preview materials.
Unreal ground-floor interior
Unreal ground-floor interior; geometry review with preview materials.
Unreal compact stair
Unreal compact stair; geometry review with preview materials.
Unreal upper hall and loft connection
Unreal upper hall and loft connection; geometry review with preview materials.
Unreal reusable-piece catalog
Unreal reusable-piece catalog; geometry review with preview materials.
Unreal wall and opening modules
Unreal wall and opening modules; geometry review with preview materials.
Blender ground-floor cutaway
Blender ground-floor cutaway; geometry review with preview materials.
Blender upper-floor cutaway
Blender upper-floor cutaway; geometry review with preview materials.

Interior Unreal captures use temporary white work lights for geometry inspection; those actors were removed after capture and are not saved fixtures or final lighting.

Owner PIE checklist: enter through the porch; visit all ground rooms and garage via mudroom; climb both stair flights and reverse direction at the landing; pass the new corner hall into the loft; enter all bedrooms, bathrooms, laundry and storage; inspect collision, headroom and third-person camera at doors, stair turns and guards. Only the owner starts and performs PIE. Report blocked passages or clipping with room/view details.

House 01 source / export / Unreal register and material handoff (156 pieces)

All pieces use the applicable subset of the nine named H01 surface slots above. User-authored final materials are pending; no final texture sizes, channel packing or performance budgets are invented. Dimensions below are measured imported AABB sizes, including finish overhangs, not nominal snap spans. Triangle counts are the imported LOD0 readback; Nanite fallback simplification may differ from source triangulation. They are not a runtime performance result. Each Unreal asset is under /Game/Lambeer/World/Environment/KitProofTown/House01/Meshes/ with the listed name.

Piece / sourcesUE measured XYZ (cm)SlotsConvex hulls / triangles
SM_H01_Wall_Int_Door_200
Blend · FBX
110 x 225 rough opening; framed clear passage >=100 x220.
15 × 200 × 280H01_Plaster3 / 36
SM_H01_DoorFrame_15
Blend · FBX
Inner jamb faces at Y5/105; soffit Z220. Surface casing extends outside rough opening.
18 × 116 × 228H01_Trim9 / 108
SM_H01_Wall_Int_Corner
Blend · FBX
Junction core. Adjacent straight panels end at its faces.
15 × 15 × 280H01_Plaster1 / 12
SM_H01_Floor_100x100
Blend · FBX
Origin at finished floor; underside20 cm below.
100 × 100 × 20H01_Floor1 / 12
SM_H01_Wall_Int_Solid_50
Blend · FBX
50 cm span; 15 cm thick; 280 cm below slab.
15 × 50 × 280H01_Plaster1 / 12
SM_H01_Wall_Int_Solid_100
Blend · FBX
100 cm span; 15 cm thick; 280 cm below slab.
15 × 100 × 280H01_Plaster1 / 12
SM_H01_Wall_Int_Solid_200
Blend · FBX
200 cm span; 15 cm thick; 280 cm below slab.
15 × 200 × 280H01_Plaster1 / 12
SM_H01_Wall_Int_Solid_400
Blend · FBX
400 cm span; 15 cm thick; 280 cm below slab.
15 × 400 × 280H01_Plaster1 / 12
SM_H01_Wall_Int_Passage_200
Blend · FBX
Open circulation passage; 160 cm rough width.
15 × 200 × 280H01_Plaster3 / 36
SM_H01_Wall_Int_EndCap
Blend · FBX
Finish at exposed wall end; 1 cm independent cap.
15 × 1 × 280H01_Trim0 / 12
SM_H01_Wall_Ext_Solid_50
Blend · FBX
50 cm span; 20 cm thick; 280 cm below slab.
20 × 50 × 280H01_Plaster1 / 12
SM_H01_Wall_Ext_Solid_100
Blend · FBX
100 cm span; 20 cm thick; 280 cm below slab.
20 × 100 × 280H01_Plaster1 / 12
SM_H01_Wall_Ext_Solid_200
Blend · FBX
200 cm span; 20 cm thick; 280 cm below slab.
20 × 200 × 280H01_Plaster1 / 12
SM_H01_Wall_Ext_Solid_400
Blend · FBX
400 cm span; 20 cm thick; 280 cm below slab.
20 × 400 × 280H01_Plaster1 / 12
SM_H01_Wall_Ext_Door_200
Blend · FBX
110 x 225 rough opening; framed clear passage >=100 x220.
20 × 200 × 280H01_Plaster3 / 36
SM_H01_Wall_Ext_Passage_200
Blend · FBX
Open circulation passage; 160 cm rough width.
20 × 200 × 280H01_Plaster3 / 36
SM_H01_Wall_Ext_Corner
Blend · FBX
Junction core. Adjacent straight panels end at its faces.
20 × 20 × 280H01_Plaster1 / 12
SM_H01_Wall_Ext_EndCap
Blend · FBX
Finish at exposed wall end; 1 cm independent cap.
20 × 1 × 280H01_Trim0 / 12
SM_H01_Wall_Ext_Window_200
Blend · FBX
Window rough opening 120x140, sill80 head220.
20 × 200 × 280H01_Plaster4 / 48
SM_H01_Wall_Ext_Window_400
Blend · FBX
Window rough opening 240x140, sill80 head220.
20 × 400 × 280H01_Plaster4 / 48
SM_H01_Wall_Ext_Garage_600
Blend · FBX
Garage rough opening; independent segmented overhead leaf.
20 × 600 × 280H01_Plaster3 / 36
SM_H01_DoorFrame_20
Blend · FBX
Inner jamb faces at Y5/105; soffit Z220. Surface casing extends outside rough opening.
23 × 116 × 228H01_Trim9 / 108
SM_H01_WindowFrame_120
Blend · FBX
Separate fixed frame with sill and head casing.
16 × 130 × 148H01_Trim6 / 72
SM_H01_WindowSash_Lower
Blend · FBX
110x65 sash with divided-light bars; glazing is separate.
4 × 110 × 65H01_Trim6 / 72
SM_H01_WindowSash_Upper
Blend · FBX
110x65 sash with divided-light bars; glazing is separate.
4 × 110 × 65H01_Trim6 / 72
SM_H01_WindowGlass
Blend · FBX
Independent glazing; Nanite disabled.
0.5 × 100 × 57H01_Glass1 / 12
SM_H01_Shutter_Louvered_40
Blend · FBX
Independent shutter; hinge pivot at outer edge.
3 × 40 × 150H01_Door0 / 384
SM_H01_Floor_200x200
Blend · FBX
Origin at finished floor; underside20 cm below.
200 × 200 × 20H01_Floor1 / 12
SM_H01_Floor_50x100
Blend · FBX
Origin at finished floor; underside20 cm below.
50 × 100 × 20H01_Floor1 / 12
SM_H01_Floor_100x200
Blend · FBX
Origin at finished floor; underside20 cm below.
100 × 200 × 20H01_Floor1 / 12
SM_H01_Baseboard_50
Blend · FBX
1.5 × 50 × 10H01_Trim0 / 12
SM_H01_Cornice_50
Blend · FBX
3 × 50 × 8H01_Trim0 / 12
SM_H01_Siding_50
Blend · FBX
18 cm course pitch with1 cm lap.
1.7 × 50 × 19H01_Siding0 / 24
SM_H01_Baseboard_100
Blend · FBX
1.5 × 100 × 10H01_Trim0 / 12
SM_H01_Cornice_100
Blend · FBX
3 × 100 × 8H01_Trim0 / 12
SM_H01_Siding_100
Blend · FBX
18 cm course pitch with1 cm lap.
1.7 × 100 × 19H01_Siding0 / 24
SM_H01_Baseboard_200
Blend · FBX
1.5 × 200 × 10H01_Trim0 / 12
SM_H01_Cornice_200
Blend · FBX
3 × 200 × 8H01_Trim0 / 12
SM_H01_Siding_200
Blend · FBX
18 cm course pitch with1 cm lap.
1.7 × 200 × 19H01_Siding0 / 24
SM_H01_Baseboard_400
Blend · FBX
1.5 × 400 × 10H01_Trim0 / 12
SM_H01_Cornice_400
Blend · FBX
3 × 400 × 8H01_Trim0 / 12
SM_H01_Siding_400
Blend · FBX
18 cm course pitch with1 cm lap.
1.7 × 400 × 19H01_Siding0 / 24
SM_H01_StairFlight_9R
Blend · FBX
8 goings x28; 9 exact risers to shared landing; 120 clear width. Landing supplies ninth riser.
224 × 124 × 133.333H01_Floor, H01_Trim1 / 286
SM_H01_StairLanding_260x120
Blend · FBX
Origin at landing top150; includes ninth riser16.6667.
120 × 260 × 16.6667H01_Floor1 / 12
SM_H01_Guard_100
Blend · FBX
100 cm landing guard.
5 × 100 × 100H01_Trim1 / 132
SM_H01_Guard_120
Blend · FBX
100 cm landing guard.
5 × 120 × 100H01_Trim1 / 156
SM_H01_Guard_200
Blend · FBX
100 cm landing guard.
5 × 200 × 100H01_Trim1 / 252
SM_H01_PorchColumn
Blend · FBX
265 cm shaft/base/capital assembly.
24 × 24 × 265H01_Trim3 / 36
SM_H01_PorchStep_200
Blend · FBX
30 × 200 × 15H01_Floor1 / 12
SM_H01_GaragePanel_100
Blend · FBX
Independent overhead-door section; not gameplay animated.
5 × 100 × 60H01_Trim3 / 36
SM_H01_GaragePanel_200
Blend · FBX
Independent overhead-door section; not gameplay animated.
5 × 200 × 60H01_Trim5 / 60
SM_H01_Floor_200x100
Blend · FBX
Measured slab edge tile; top-aligned pivot.
200 × 100 × 20H01_Floor1 / 12
SM_H01_Floor_150x200
Blend · FBX
Measured slab edge tile; top-aligned pivot.
150 × 200 × 20H01_Floor1 / 12
SM_H01_Wall_Ext_Solid_100_Face_Brick
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 100 × 280H01_Brick0 / 12
SM_H01_Wall_Ext_Window_400_Face_Brick
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 400 × 280H01_Brick0 / 48
SM_H01_Wall_Ext_Solid_50_Face_Brick
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 50 × 280H01_Brick0 / 12
SM_H01_Wall_Ext_Door_200_Face_Brick
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 200 × 280H01_Brick0 / 36
SM_H01_Wall_Ext_Garage_600_Face_Brick
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 600 × 280H01_Brick0 / 36
SM_H01_GarageOverheadPanel_200
Blend · FBX
Horizontal parked overhead section for architectural review.
60 × 200 × 5H01_Trim5 / 60
SM_H01_GarageOverheadPanel_100
Blend · FBX
Horizontal parked overhead section for architectural review.
60 × 100 × 5H01_Trim3 / 36
SM_H01_Wall_Ext_Solid_100_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 100 × 280H01_Siding0 / 318
SM_H01_Wall_Ext_Window_200_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 200 × 280H01_Siding0 / 690
SM_H01_Wall_Ext_Solid_200_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 200 × 280H01_Siding0 / 318
SM_H01_Wall_Ext_Door_200_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 200 × 280H01_Siding0 / 510
SM_H01_Wall_Ext_Solid_50_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 50 × 280H01_Siding0 / 318
SM_H01_Wall_Ext_Solid_10
Blend · FBX
Measured junction filler; no per-instance scaling.
20 × 10 × 280H01_Plaster1 / 12
SM_H01_Wall_Ext_Solid_10_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 10 × 280H01_Siding0 / 358
SM_H01_Baseboard_10
Blend · FBX
1.5 × 10 × 10H01_Trim0 / 12
SM_H01_Wall_Ext_Solid_400_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 400 × 280H01_Siding0 / 318
SM_H01_Wall_Ext_Window_400_Face_Siding
Blend · FBX
Separate replaceable exterior finish; wall opening geometry retained.
2 × 400 × 280H01_Siding0 / 690
SM_H01_Wall_Int_Solid_10
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 10 × 280H01_Plaster1 / 12
SM_H01_Wall_Int_Solid_30
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 30 × 280H01_Plaster1 / 12
SM_H01_Baseboard_30
Blend · FBX
1.5 × 30 × 10H01_Trim0 / 12
SM_H01_Wall_Int_Solid_15
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 15 × 280H01_Plaster1 / 12
SM_H01_Baseboard_15
Blend · FBX
1.5 × 15 × 10H01_Trim0 / 12
SM_H01_Wall_Int_Solid_20
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 20 × 280H01_Plaster1 / 12
SM_H01_Baseboard_20
Blend · FBX
1.5 × 20 × 10H01_Trim0 / 12
SM_H01_Wall_Int_Solid_45
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 45 × 280H01_Plaster1 / 12
SM_H01_Baseboard_45
Blend · FBX
1.5 × 45 × 10H01_Trim0 / 12
SM_H01_Wall_Int_Solid_35
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 35 × 280H01_Plaster1 / 12
SM_H01_Baseboard_35
Blend · FBX
1.5 × 35 × 10H01_Trim0 / 12
SM_H01_Wall_Int_Door_150
Blend · FBX
Short-room door bay; clear100x220 after frame.
15 × 150 × 280H01_Plaster3 / 36
SM_H01_Wall_Int_Solid_5
Blend · FBX
Measured junction filler; no per-instance scaling.
15 × 5 × 280H01_Plaster1 / 12
SM_H01_Baseboard_5
Blend · FBX
1.5 × 5 × 10H01_Trim0 / 12
SM_H01_StairRail_9R
Blend · FBX
Handrail90 cm above nosings; sits outside clear flight width.
226 × 4 × 223.333H01_Trim0 / 120
SM_H01_RoofPatch_000
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
40 × 40 × 28H01_Roof1 / 12
SM_H01_RoofPatch_001
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
40 × 100 × 91.3333H01_Roof1 / 12
SM_H01_RoofPatch_002
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
40 × 100 × 91.3333H01_Roof1 / 12
SM_H01_RoofPatch_003
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
40 × 100 × 28H01_Roof1 / 12
SM_H01_RoofPatch_004
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 40 × 58H01_Roof1 / 12
SM_H01_RoofPatch_005
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 60 × 58H01_Roof1 / 8
SM_H01_RoofPatch_006
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 12
SM_H01_RoofPatch_007
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 12
SM_H01_RoofPatch_008
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 12
SM_H01_RoofPatch_009
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 60 × 58H01_Roof1 / 8
SM_H01_RoofPatch_010
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 12
SM_H01_RoofPatch_011
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 12
SM_H01_RoofPatch_012
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 16
SM_H01_RoofPatch_013
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
66.6667 × 40 × 41.3333H01_Roof1 / 8
SM_H01_RoofPatch_014
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
33.3333 × 20 × 24.6667H01_Roof1 / 8
SM_H01_RoofPatch_015
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 16
SM_H01_RoofPatch_016
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
33.3333 × 20 × 24.6667H01_Roof1 / 8
SM_H01_RoofPatch_017
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 16
SM_H01_RoofPatch_018
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 16
SM_H01_RoofPatch_019
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
66.6667 × 40 × 41.3333H01_Roof1 / 8
SM_H01_RoofPatch_020
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 80 × 58H01_Roof1 / 12
SM_H01_RoofPatch_021
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 80 × 74.6667H01_Roof1 / 12
SM_H01_RoofPatch_022
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 80 × 58H01_Roof1 / 12
SM_H01_RoofPatch_023
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 80 × 74.6667H01_Roof1 / 12
SM_H01_RoofPatch_024
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 16
SM_H01_RoofPatch_025
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
33.3333 × 20 × 24.6667H01_Roof1 / 8
SM_H01_RoofPatch_026
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
66.6667 × 40 × 41.3333H01_Roof1 / 8
SM_H01_RoofPatch_027
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 16
SM_H01_RoofPatch_028
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
66.6667 × 40 × 41.3333H01_Roof1 / 8
SM_H01_RoofPatch_029
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 91.3333H01_Roof1 / 16
SM_H01_RoofPatch_030
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 16
SM_H01_RoofPatch_031
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
33.3333 × 20 × 24.6667H01_Roof1 / 8
SM_H01_RoofPatch_032
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 12
SM_H01_RoofPatch_033
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 60 × 58H01_Roof1 / 8
SM_H01_RoofPatch_034
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 12
SM_H01_RoofPatch_035
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 60 × 58H01_Roof1 / 8
SM_H01_RoofPatch_036
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 40 × 58H01_Roof1 / 12
SM_H01_RoofPatch_037
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
100 × 100 × 58H01_Roof1 / 12
SM_H01_RoofPatch_038
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
40 × 40 × 28H01_Roof1 / 12
SM_H01_RoofPatch_039
Blend · FBX
8 cm roof plate; valley-clipped modular patch.
40 × 100 × 28H01_Roof1 / 12
SM_H01_GableFront_0
Blend · FBX
20 × 100 × 83.3333H01_Siding1 / 8
SM_H01_GableFront_100
Blend · FBX
20 × 100 × 166.667H01_Siding1 / 12
SM_H01_GableFront_200
Blend · FBX
20 × 100 × 250H01_Siding1 / 12
SM_H01_GableFront_300
Blend · FBX
20 × 100 × 250H01_Siding1 / 12
SM_H01_GableFront_400
Blend · FBX
20 × 100 × 166.667H01_Siding1 / 12
SM_H01_GableFront_500
Blend · FBX
20 × 100 × 83.3333H01_Siding1 / 8
SM_H01_PorchRoof_200
Blend · FBX
190 × 200 × 65H01_Roof1 / 12
SM_H01_Fascia_100
Blend · FBX
5 × 100 × 15H01_Trim0 / 12
SM_H01_Gutter_100
Blend · FBX
12 × 100 × 10H01_Metal0 / 36
SM_H01_Fascia_200
Blend · FBX
5 × 200 × 15H01_Trim0 / 12
SM_H01_Gutter_200
Blend · FBX
12 × 200 × 10H01_Metal0 / 36
SM_H01_GableEnd_0
Blend · FBX
200 × 20 × 100H01_Siding1 / 8
SM_H01_GableEnd_200
Blend · FBX
200 × 20 × 200H01_Siding1 / 12
SM_H01_GableEnd_400
Blend · FBX
200 × 20 × 250H01_Siding1 / 16
SM_H01_GableEnd_600
Blend · FBX
200 × 20 × 200H01_Siding1 / 12
SM_H01_GableEnd_800
Blend · FBX
200 × 20 × 100H01_Siding1 / 8
SM_H01_RidgeCap_200
Blend · FBX
24 × 200 × 7.5H01_Roof0 / 24
SM_H01_GableFascia_Left
Blend · FBX
12 × 307.682 × 259.219H01_Trim0 / 12
SM_H01_GableFascia_Right
Blend · FBX
12 × 307.682 × 259.219H01_Trim0 / 12
SM_H01_DrivewayRamp_200
Blend · FBX
30 cm rise over300 cm to the garage; aligns with raised house placement.
300 × 200 × 40H01_Floor1 / 12
SM_H01_Band_50
Blend · FBX
Exterior slab-edge finish; does not overlap structural floor volume.
2 × 50 × 20H01_Siding0 / 12
SM_H01_Band_100
Blend · FBX
Exterior slab-edge finish; does not overlap structural floor volume.
2 × 100 × 20H01_Siding0 / 12
SM_H01_Band_200
Blend · FBX
Exterior slab-edge finish; does not overlap structural floor volume.
2 × 200 × 20H01_Siding0 / 12
SM_H01_Band_400
Blend · FBX
Exterior slab-edge finish; does not overlap structural floor volume.
2 × 400 × 20H01_Siding0 / 12
SM_H01_Band_10
Blend · FBX
Exterior slab-edge finish, separate from structural slab.
2 × 10 × 20H01_Siding0 / 12
SM_H01_DoorLeaf_Panel
Blend · FBX
Floor hinge pivot. Leaf starts0.3 cm from hinge axis; closed gaps0.3 cm each side. Open thickness stays outside100 cm passage.
9.7 × 99.4 × 219H01_Door, H01_Metal1 / 180
SM_H01_Guard_60
Blend · FBX
60 cm landing guard completion;100 cm high.
5 × 60 × 100H01_Trim1 / 84
SM_H01_DoorLeaf_Panel_RH
Blend · FBX
Right-hinged mirrored geometry; unit-scale assembly. Same100 cm clear passage contract.
9.7 × 99.4 × 219H01_Door, H01_Metal1 / 180
SM_H01_WindowFrame_240
Blend · FBX
Separate fixed frame with sill and head casing.
16 × 250 × 148H01_Trim7 / 84
SM_H01_AtticVent_60x80
Blend · FBX
Front-gable louver vent matching the selected facade.
4 × 60 × 80H01_Trim0 / 192
SM_H01_GarageFrame_510
Blend · FBX
510x245 rough opening;500x240 cm framed clear garage passage.
23 × 518 × 249H01_Trim6 / 72

Required owner step: click the L_KitProofTown viewport and press Ctrl+S (Save Current Level), then report completion so the new actor packages can be verified. Unreal MCP save_actor rejects newly created external packages as unregistered; saving the world asset alone returned success but did not create those actor files. Project rules prohibit computer-use to click Save on the owner's behalf. All temporary capture lights were removed. Do not treat the new house/catalog placements as saved yet.

Visual references

Images are concept references. This HTML numeric brief governs over any generated drawing drift. The initial shell component board says dimensions are pending because it preceded the owner's dimension authorization; the proposal above now provides provisional dimensions. None of the images is a measured CAD drawing.

Production handoff and remaining validation

  • Model shared wall/floor/ceiling modules with openings, caps and distinct interior/exterior material faces. Separate reusable door leaves, casings, baseboards, stair flights, landing, rail and slab-edge fascia.
  • Build an aligned two-storey blockout from the numeric brief; inspect floor closure, partition corners, exposed slab edges, door swings and stairwell void. Check both flights' exact rise and finished-floor join.
  • TBD / not verified: owner acceptance of the proposal, finished room clearances, window-to-facade refinements, detailed stair construction, material selection, mesh production, collision/navigation, third-person camera clearance, streaming and game placement. No mesh or runtime implementation is authorized by the image request.
  • Only the owner performs PIE. Future manual checks: enter every room and garage; climb/descend both flights; confirm landing, headroom and camera clearance; inspect exterior/interior windows and roof closure.
  • This visual proposal adds no durable gameplay state. Any later authoritative doors, pickups or loot containers must follow the existing persistence contract in the same runtime change.

Revision — 2026-09-27: owner authorized realistic interior and dimensional proposals. This house-specific concept does not change the global art direction or existing P13 production contract.

Modular Architecture showcase — 2026-09-26

Editor catalog: open /Game/Lambeer/World/Maps/L_ModularShowcase/L_ModularShowcase to inspect all 75 imported Kit Proof Town Architecture meshes. The owner created the Basic level; its presentation floor was expanded for the catalog. The showcase preserves each source mesh at scale 1 and uses its existing material assignments. This is an asset inspection map; it does not change the production town layout or mark P13 acceptance complete.

Ten sections organize Exterior Walls, Interior Walls, Floors and Structure, Doors and Shopfronts, Windows, Roofs and Drainage, Stairs and Fire Escapes, Balconies and Railings, Basement and Retaining Walls, and Canopies and Utilities. Each piece has a visible name and local X × Y × Z bounding-box dimensions in centimetres. Labels omit the common SM_KPT_ prefix; mesh actor labels retain the full asset name. The Outliner groups meshes and labels under Modular Catalog/<section>. Select a mesh and inspect its Static Mesh property to locate the source asset.

Compact layout revision: the owner requested closer spacing. The ten sections now form two columns of five sections, with 550 cm piece spacing across each row and row depth fitted to the actual mesh bounds. The 2400 cm basement ramp retains sufficient clearance. All name/dimension labels follow their pieces; the presentation floor is reduced to fit the compact arrangement.

Layout and non-PIE readback evidence are recorded in outputs/modular-showcase-20260926/. Material tiling, glass treatment and owner visual acceptance remain governed by the existing kit handoff; the showcase introduces no gameplay or persistence state.

P13 Architecture texture intake — 2026-09-23

Owner-supplied source intake and Unreal texture import complete; final materials pending. All 20 ZIP archives under RawResource/Textures/, including the subsequently supplied Dirty Metal, were extracted without replacing existing differing files to RawResource/Textures/Extracted/<archive stem>/. The original ZIPs are retained. Actual contents total 185 JPG images and 20 metadata JSON files; metadata catalog references to absent EXR files are not counted as delivered files. Imported and saved 76 Texture2D assets: 18 BaseColor, 18 Normal, 20 Roughness, 17 AO, 1 Metalness and 2 Mask. Source inventory and import evidence are maintained under outputs/p13-textures-20260923/.

Selected material inputs are imported under /Game/Lambeer/World/Environment/Materials/KitProofTown/Textures/<SurfaceName>_<SourceId>/ with T_KPT_ names. Import BaseColor, Normal, Roughness, AO, Metalness and Mask where actually supplied, choosing the highest actual image resolution per role. Gloss, Bump, Cavity, Displacement, Diffuse, Specular and redundant resolutions remain in the extracted source library; they are not silently treated as ORM or substitutes for missing PBR channels.

Import configuration: preserve source pixels; cap surface texture builds at 2048 and the reusable Mask at 1024 per canonical art guardrails. Preserve aspect ratio. BaseColor uses sRGB/default compression; normals use linear normal-map compression; scalar data uses linear mask compression. Mip generation and streaming are enabled. These are ordinary, non-virtual Texture2D assets, not authored materials or assigned mesh slots.

Validation and recovery: selected source hashes, exact asset registry paths, Texture2D classes, saved packages and configured property readbacks are checked. All 18 normal-map asset thumbnails render non-black. Four normals initially produced empty previews/mip warnings during import (Concrete Surface, Red Roof Tiles, Roof Tiles uekoaezo, Shiny Worn Shower Tiles); rebuilding their non-destructive size setting and restoring the final 2048 cap recovered the previews. This is preview/build validation, not proof of correct DirectX/OpenGL direction or in-level material appearance. Session-independent source paths, source hashes, scan metadata, UE object paths and settings are recorded in P13_Texture_Import_Manifest.json.

Workbook target / roleDelivered source candidatesCoverage / remaining work
TX_Plaster_Aged_01Cracked Wall Plaster ti2ifacfw; Flaked Paint Wall ve4ldiigBaseColor/Normal/Roughness/AO supplied; provisional Sensei instances created below. Final visual approval pending.
TX_Concrete_Cast_01 / TX_Floor_Concrete_01Concrete Surface sbqk0ip0; Concrete Wall vhjldck; Damaged Concrete Wall vdcnfcdUsable concrete candidates, not an approved final cast/floor pairing. Surface repeat areas differ; choose and scale during material review.
TX_Brick_Aged_01Brick Wall Worn sexkaitbBaseColor/Normal/Roughness present; no AO image delivered. Do not relabel Cavity as AO.
TX_Wood_Painted_01Old Plywood vigjfivg; Wooden Floor wdipfjwWood alternatives, not a confirmed painted-wood set. Painted wood remains missing for the specified finish.
TX_Metal_Galvanized_01 / painted-metal detailsCorrugated Metal Sheet teendf3q; Rusty Metal Sheet vccochnew; Rusty Painted Metal Sheet tj2xahsbwCorrugated source includes Metalness, but its ridged profile is not a general flat frame/railing surface. Other two metal sets have no Metalness image; do not invent a uniform metallic value for mixed paint/rust/exposed metal. Smooth galvanized/painted-metal coverage remains to resolve.
TX_RoofTile_Aged_01Red Roof Tiles tfqnfggs; Roof Tiles uekndggo and uekoaezoThree candidates with BaseColor/Normal/Roughness/AO; final appearance selection pending.
TX_Floor_Tile_01Shiny Worn Shower Tiles tbskcjdr; White Ceramic Tiles uhrjcdaewTwo candidates with BaseColor/Normal/Roughness/AO; suitability for each floor/interior pending visual review.
Additional surfacesWorn Pavement uddhdb1fw; Garage Door tmnobhhyaPavement is extra surface coverage. Garage Door metadata explicitly says non-tileable (2 × 2 m scan); needs fitted UVs.
Surface-detail / imperfection inputsScratched Painted Metal sbymccip; Dirty Metal rmmodbdpBoth intentionally provide Gloss/Roughness/Mask at four resolutions, not BaseColor/Normal. Owner supplied the Fab map-list screenshot for Dirty Metal. This is not evidence of a broken download. Owner subsequently selected separate grey-metal instances, now authored below; Mask semantics remain unconfirmed and masks are not bound.

Unresolved / not claimed: owner explicitly does not know whether normals are DirectX or OpenGL. Keep green channels unchanged and mark orientation unverified; no final normal binding or directional acceptance is claimed. Source metadata records scan areas and tileability, but does not establish normal convention. Most scans repeat over 1–2 m, versus the base models' preliminary 8 m environment UV repeat (4 m on single doors); material tiling must respect each scan's physical dimensions, including rectangular scans. No final trim sheets, glass material/dirt mask, ORM packing, Architecture mesh import, material-slot assignment, proof assembly or PIE acceptance was completed in this texture intake. Sources are sufficient to start a substantial surface library, not to mark every Architecture material complete.

Dark brown horizontal wall siding — Substance review

15 cm walls, real clapboard geometry and separate interior — 2026-10-10

[OWNER AUTHORIZED; IMPLEMENTED AND SAVED; OWNER VISUAL / PIE ACCEPTANCE PENDING] Shared Wall25/50/100 now measure 15 cm total depth for Wood, Brick and Concrete. The owner approved real exterior clapboard geometry, smooth brown interior wood, a separate smooth partition appearance and preserving the existing exterior envelope. These are game-kit decisions, not construction specifications measured from the farmhouse reference. The earlier visual-only checkpoint and displacement proposal below are superseded by this implementation.

SlotSurface and MIGeometry / displacement
0 — Wall_ExteriorHorizontal siding; MI_Wall_Clapboard_DarkBrownActual lap profile in the outer 2 cm envelope. Macro front positions X14–15 cm; eight courses per metre retain the established review spacing. Shader displacement is zero and the MI explicitly disables Tessellation.
1 — Wall_EndGrainSquare ends and derived 45-degree cut faces; MI_Wall_Clapboard_EndGrainClosed cuts follow the same actual front profile. Trim artwork shows interior lining X0–1, core X1–13 and exterior wood X13–15 cm; exposed length varies with the lap profile.
2 — Wall_HorizontalEdgeTop/bottom; MI_Wall_Clapboard_HorizontalEdgeClosed longitudinal edges use the same 1/12/2 cm section. Zero displacement and Tessellation off.
3 — Wall_InteriorFlat brown wood, without siding grooves; MI_Wall_SmoothBrown_InteriorFlat rear X0. The existing 1 × 1 m OldPlywood scan supplies grain, with a linear mean tint matched to the downloaded exterior BaseColor; this remains subject to owner visual review.

Sources and render representation: twelve existing solid-wall/frame/window/louver/garage-opening/gable meshes, their Blender sources, FBXs, collision and the editable source catalog are synchronized to 15 cm depth. Footprint, height, stable names and metre UV0 remain. Three additional SM_Wall_Clapboard_25/50/100 meshes are selected only by the DarkBrownClapboard appearance through its per-piece RenderMeshes map; logical pieces and support/snap identities remain shared. These render meshes are closed manifold sources with positive volume, flat backs and outward fronts. Nanite remains enabled on the three Static Meshes, with full fallback geometry and CPU access for accurate runtime miter reconstruction. Derived joined-wall components remain ProceduralMesh sections, without Nanite; they use real profile geometry, four material sections and structural convex collision. No shader displacement closes their edges.

Materials and physical mapping: the four MIs have the direct Sensei Nanite master, Specular/AO overrides enabled, separate map bindings and Mask disabled. The face retains Adobe BaseColor/Normal/Roughness/AO; its UV tiling 8/9 aligns the downloaded nine-course repeat with the existing eight-course-per-metre review spacing. Edge trims cover 15 cm × 1 m, with UV tiling (100/15,1); smooth interior uses (1,1). All four explicitly disable Tessellation as well as setting Displacement Amount A/B/C to zero: inherited Tessellation produced raster artifacts despite zero scalar amounts. The master file is preserved. Core artwork is a visual section convention, not an asserted structural material specification.

Initial 15 cm migration snapshot (historical bindings): the owner confirms line I as an interior partition and all other exterior-facing arrows. Its 33 Wood records now use SmoothBrownPartition on both sides; 78 exterior Wood records retain DarkBrownClapboard. All 72 Concrete wall records are thinner too. The migration preserves all 948 record IDs, resource choices, support IDs, scale and house/squad identity; 150 exterior wall planes match their previous positions within 0.001 cm. North/west pieces were reversed where required by the approved arrows. Door frames retain their reference planes and the fitted double-door leaf moves 5 cm inward to the thinner frame centre. Rebuild yields 948 pieces, six ISM batches and twelve joined-wall components with four sections each. The level and affected assets are saved.

Native / PCG / persistence: catalog render resolution, manual authoring, runtime sites and PCG use the same stable appearance resolver. PCG exterior profiles and material sections follow the selected render mesh; partitions remain flat. Wall centres, miter geometry, room clearance, footprint adaptation and fitted door offsets use the 15 cm structural contract. Rectangle generation now uses the exact footprint pipeline because a 15 cm inset does not fit the 25 cm module grid. Invalid stairs/approaches are rejected rather than emitting partial geometry. VariantId already persists through the central save path; RenderMeshes is asset configuration, with no new save fields or schema.

Validation: Win64 Development Editor and Game builds succeeded. All 62 targeted non-PIE Building, PCG and building/manual-wall persistence regressions pass with zero test warnings, including new three-size clapboard/miter and PCG section tests. Native mesh/source, appearance and production-house readbacks pass; three actual Editor captures below were inspected. This does not establish runtime performance, cooked-package execution, owner visual acceptance or owner PIE traversal/collision. House/envelope verification · 62 test results · Manifold source validation · Actual sections and bindings.

Derived corner storage and map Save — 2026-10-10

[OWNER AUTHORIZED; FIXED AND SAVED] GeneralHouse grew to 948,982,139 bytes because 14 derived ProceduralMesh corners serialized 946,561,407 bytes into the map. Each material section also copied the full global vertex/attribute arrays, including unused vertices. The shared corner builder now compacts only referenced vertices per slot; every indexed position, winding, normal, four UV channels, color and tangent remains identical, and structural convex/triangle collision remains. Generated corner components are transient and omitted from map packages. Editor component registration reconstructs missing corners from the durable logical records; game worlds retain the existing BeginPlay/central saved-change rebuild path. No schema, VariantId, resource bill or authored pose changes.

Measured save/reload: the actual map is now 2,399,916 bytes (2.40 MB); native Save Current Level took 0.416 seconds, versus the previous log's 86.150 seconds. These are local measurements, not a general performance budget. The disk export audit contains zero saved WallJunction components. A real disk level reload, without manually calling Rebuild House, restores all 948 pieces, six ISM batches and 14 corner surfaces, with clean packages. All records, house/squad identities and the current Appearance Set are preserved. The owner's current clapboard interior binding to MI_Build_Wood_Dark is retained; MI_Wall_SmoothBrown_Interior remains the smooth partition binding. The original interior MI listed above describes initial authoring.

Validation: Win64 Development Editor/Game builds and all 66/66 targeted Building/PCG/building/manual-wall persistence tests pass with zero warnings. Two new regressions check exact per-slot attribute equivalence and automatic reconstruction/idempotence/material resolution. The first run encountered two viewport-input failures with the asset editor in front; restoring the Level viewport/house selection and collecting unused test-world resources produced the clean final full run. Owner-only PIE, cooked-package execution and final visual acceptance remain pending. The storage correction did not address the right corner-contact seam; the later paired contact correction below now handles it. Record/material/save-reload evidence · Disk export audit · Final automation results · Actual UE viewport.

Existing walls take priority over corner filling — 2026-10-10

[OWNER CORRECTION; IMPLEMENTED; OWNER VISUAL / PIE ACCEPTANCE PENDING] Never extend a contacting wall pair into a third wall already present in the same ManualHouse. Before fitting the paired seam, intersect the proposed added thickness square with every other active solid-wall structural footprint. For upright walls, use oriented footprint clipping; bounding-box overlap alone must not reject an empty corner beside a rotated wall. Face/edge-only touches do not reserve volume. Removed walls do not block reconstruction. Tilted third walls conservatively reserve their projected structural box.

Shared-height ownership: subtract the third wall's occupied Z intervals from the proposed extension. A fully occupied band receives no contact extension; a partially occupied band permits only the remaining empty heights, closed by the existing band-cap machinery. Existing full-overlap L miters continue without adding new volume. Removing or restoring a blocking wall reconstructs the derived surfaces from current records and the existing central persistence codec. Original poses, stable IDs, resource/appearance choices, 15 cm wall thickness, slot bindings and compact transient-component storage remain unchanged.

Local verification: Editor/Game Win64 Development builds pass. Native readback preserves all 988 authored records and eight ISM batches; occupied contact extensions are removed and the derived surface count changes from 26 to 24. Native scoped Save succeeds and a real disk-level reload reconstructs 24 surfaces automatically while preserving all records and the current Wood Appearance Set. The map is clean at about 2.43 MB. The full 70-test run passes with zero failures and one transient-test RHI reservation warning; native Editor garbage collection and a clean affected-test retest leave the latest 70 distinct results without errors/warnings. New checks cover four house rotations, all three wall sizes, record ordering, full/partial-height obstruction, edge-only and vertically separated neighbours, rotated AABB false positives, and central-codec blocker removal/restoration. Native preservation and reload evidence · Full 70-test run · Latest 70 distinct results and provenance. Owner visual, PIE and cooked execution remain pending.

Actual UE Editor interior corner beside the door after preventing extension into the existing partition wall
Actual GeneralHouse Editor capture: the existing partition owns the occupied corner; no added overlapping contact cap.

Touching wall ends and mixed appearance seams — 2026-10-10

[OWNER SELECTED METHOD 1; IMPLEMENTED; OWNER VISUAL / PIE ACCEPTANCE PENDING] The previous automatic L resolver required a full-thickness overlap and excluded the reported perpendicular pair that touched at a single plan corner. ManualHouse solid Wall25/50/100 now derive a closed joint for that contact as well: extend each run into the missing thickness square only over their shared height, then split it with the shared seam. The original logical bounds, 15 cm depth, authored transforms, IDs, supports, resources and appearances remain unchanged. This fills the missing corner geometry without moving either wall or adding vertical trim. The owner correction below reserves existing third-wall volume before permitting this extension. Positive gaps beyond the existing 0.01 cm import-rounding tolerance, parallel contacts, mid-wall T/X intersections and tilted/scaled contacts are not inferred as this joint.

Two independent appearances: read both actual render profiles at the union of their height breakpoints and fit one shared boundary between their exposed face intersections. Matching profiles retain a 45-degree seam; profiled siding against a flat surface follows their actual fitted intersection instead of assuming identical relief. Transform the same ordered seam endpoints into the partner frame, use matching triangle diagonals and actual per-triangle normals on nonplanar caps. Each wall retains its own four-slot material resolution and UVs; exposed cut ends and horizontal caps still use the existing end/cap slots and metre depth coordinates. Appearance changes rebuild the fitted pair without copying the neighbour's MI or VariantId. Structural collision uses the filled/clipped height bands, independently of the visual course subdivision. Joined components remain compact transient ProceduralMesh surfaces; existing Nanite Static Meshes, shared masters, texture assets and Appearance Sets are not changed.

Actual house and verification: native Unreal MCP readbacks and a real disk level reload retain all 988 owner records, eight ISM batches, house/squad identities and the complete current Wood Appearance Set, including the owner's SmoothPlasterPartition configuration. Derived surfaces increase from 18 to 26 and reconstruct automatically, without manually invoking Rebuild House. Scoped Save succeeds and the level is clean, remaining about 2.43 MB. The reported reentrant corner's sky crack is closed in the actual Editor capture below. Editor and Game Win64 Development builds pass. The latest results for 68 distinct non-PIE Building/PCG/building-persistence checks pass without errors/warnings, including 144 rotated, mixed-size, four-facing and mixed-profile contact combinations, per-side material retention, appearance changes and central-codec removal/restoration. Initial full run: 66/68, two viewport input failures while the asset tab had left the Level in No Active Mode, and one test-resource RHI reservation warning. Restoring Selection mode and collecting unused test resources yields three clean affected retests. This is ManualHouse derived-joint support, not a new PCG join implementation. Owner PIE/cooked execution and final visual acceptance remain pending. Preservation and reload evidence · Latest 68 distinct checks · Initial full run · Affected clean retests.

Actual UE Editor reentrant clapboard corner with the sky crack closed and original per-wall materials retained
Actual GeneralHouse Editor capture after paired contact reconstruction; original authoring layout retained.
Actual UE5 GeneralHouse after the approved 15 cm wall and appearance migration
Actual saved layout; existing exterior envelope retained.
Actual profiled clapboard 45-degree corner and separate horizontal cap
Real lap geometry at a closed 45-degree corner, with a separate cap.
Actual smooth brown partition I without horizontal siding grooves
Line I: Smooth Brown Partition, both faces flat. Final color/grain acceptance remains open.
Earlier explanatory concept — superseded by the saved implementation above
Earlier owner-reviewed four-slot explanation
AI explanatory concept, not a measured construction drawing or PBR map. The former three-slot concept was superseded because it shared exterior siding with the interior.

[HISTORICAL OPTION01 PLAN — SUPERSEDED BY THE 2026-10-10 IMPLEMENTATION ABOVE] The owner selects exposed cut ends and confirms the existing45-degree joint system should be reused. This turn is read-only asset/source inspection plus a proposal; selection does not bypass the explicit request to review the change scope first. Native Unreal MCP reads confirm all three Wall25/50/100 meshes have one material slot, and the current MI_Wall_Clapboard_DarkBrown effective Displacement Amount A is1 with the direct Sensei Nanite parent. PIE is false. Proposed scope: (1) classify front/back, square end faces, and top/bottom faces into three stable material sections on the existing meshes, retaining their silhouettes/pivots/metre UV density/collision; (2) author matched brown end-grain and longitudinal edge maps with two direct-parent MIs, both with zero displacement; retain the current face MI and its measured runtime parameter value; (3) bind the three sections through the existing DarkBrownClapboard Appearance Set entry and preserve valid explicit bindings for all existing Wood/Brick/Concrete variants affected by shared mesh sections; (4) extend generated-junction section/material/edge UV handling while preserving the existing45-degree cuts, mixed-height bands, neighbour deletion restoration, IDs and persistence; (5) validate ordinary and joined walls, real edge closure, all3sizes, other appearances, rebuild/Undo/removal/save-reload, and owner scene appearance. No new piece type or corner-trim design is proposed.

Plan constraint requiring explicit visibility: the current joined-wall path creates UProceduralMeshComponent with one mesh section/material and does not use Nanite. Changing its section materials will not enable Nanite displacement. Matching the joined-wall relief requires a separate derived surface/profile fallback or a change to that rendering path; this is additional native work, not an MI-only update. Similarly, zero displacement on the cap alone does not guarantee it closes against a displaced face. The selected implementation must include a controlled edge transition/closure and verify it in the actual scene; no automatic crack-free result is claimed. Exact profile/transition dimensions and native rendering implementation remain unapproved at this proposal stage. Shared master graph changes are not proposed. Existing joint rendering and restoration contract · Selected appearance reference · Epic Nanite displacement limitations.

[OWNER EDGE MAPPING DIRECTION — 2026-10-09; THREE PROPOSALS, SELECTION PENDING] The owner reports that Nanite displacement works correctly on the wall faces in UE5 and requests actual timber edge/end-grain surfaces on the top, side and bottom, with displacement confined to the siding faces. This supersedes the unresolved all-face versus actual-edge question and the blanket recommendation to replace the siding relief with authored geometry. The owner explicitly requires three images before UE changes. Generated and visually reviewed three AI concept proposals: 01 exposed cut ends (individual board end-grain and smooth longitudinal top/bottom edges), 02 closed45-degree miter (board courses continue around a joined external corner), and 03 timber corner trim (continuous vertical-grain timber covers board ends). These illustrate appearance/construction alternatives; they are not UE screenshots, texture maps, approved dimensions or a verified implementation. No UE/Painter/mesh assets changed in this proposal turn. Owner-reported current Nanite behavior has not been read back by the agent; the earlier saved zero-displacement integration record is historical, not proof of current live settings. Preserve the existing Wood appearance and face material when implementing the selected edge treatment. Prompts/provenance: RawResource/ConceptReference/Materials/ClapboardEdges_20261009/prompts.json.

[OWNER VISUAL REVISION REQUEST — 2026-10-09; OPEN] The owner reports that the Painter preview has no visible geometric displacement and the top/side/bottom do not look like the same texture. Live Painter inspection confirms the Adobe Clapboard material on all three review sets, active Height/Normal channels, no restrictive layer or geometry mask, and Triplanar projection with unchanged 3D transforms. The same material covers the faces; its projection direction changes with the surface orientation. This does not prove that the viewport displacement shader is enabled. The installed Painter MCP exposes no shader/displacement/tessellation inspection or configuration tool, and raw Python remains disabled. The owner supplied a Shader Settings screenshot: open-pbr / Main shader, displacement Enable checked, Source Channel Height, Scale unit Normalized, Scale amount0, Uniform subdivision count1. Zero scale explains the absence of geometric displacement in that captured preview. Suggested manual preview experiment: retain Height/Normalized, start Scale amount0.01 and Subdivision Count8, then adjust gradually after inspecting the result. These were trial preview values, not approved physical amplitude or production settings. Subsequent owner screenshot reports severe corner openings, stepped seams and jagged top geometry; the trial recommendation is superseded. Restore preview Scale amount0 manually. Live Blender inspection confirms the three original and three review walls each have8vertices/6flat-shaded faces and no modifiers. Review mesh preparation records the same topology. The screenshot is consistent with corner displacement-direction discontinuities and insufficient surface sampling; exact current shader values and Painter internal tessellated topology are not verified. Increasing subdivision alone does not establish a corner-continuity fix. Recommend an authored lap-siding profile with controlled edge/top/bottom construction, using this material for surface detail; construction dimensions and exposed-edge mapping remain unapproved. No geometry/UV/Painter/UE assets were changed during diagnosis. The previously integrated UE MI has Displacement Amount A0, so its integration is not a geometric-relief acceptance. Clarification is pending whether exposed edges should show wood edge/end-grain construction or repeat the siding pattern on every face. No material, UV, mesh or UE asset was changed for this diagnosis. Adobe shader/displacement controls · Adobe Triplanar projection.

[OWNER AUTHORIZED UE INTEGRATION — 2026-10-09; INTEGRATED] Adobe Painted Wood Siding Clapboard is now a selectable Wood appearance for Wall25/50/100: stable ID DarkBrownClapboard, display name Dark Brown Clapboard, registered additively in DA_Appearances_Wall_Wood. The six existing variants, piece defaults, bills and health remain unchanged. /Game/Lambeer/World/Environment/Materials/Instances/MI_Wall_Clapboard_DarkBrown uses the required direct Sensei Nanite master, separate BaseColor/Normal/Roughness/AO inputs, explicit Specular/AO overrides enabled, Mask/Metallic disabled and white tint. Five 2048 maps were rendered directly from the downloaded SBSAR with the review palette, Roughness0.68 and DirectX Normal intensity0.5, rather than reusing the review mesh's packed UV atlases. Source files and parameter/hash provenance: RawResource/Textures/Authored/AdobeClapboard_DarkBrown_20261009; UE textures: /Game/Lambeer/World/Environment/Materials/Textures/AdobeClapboard_DarkBrown.

Projection and limits: world-space Triplanar, Extra Size/Offset options enabled, Size A1 and XYZ factors (8/9,8/9,8/9); the UV fallback uses the same factors. This authored 1.125m repeat preserves approximately eight horizontal courses per metre from the source's nine-course repeat and continues across adjacent modules. It is a visual authoring scale, not a measured scan area or an approved physical board specification. Original geometry, metre UV0 and collisions were not changed. Normal supplies surface relief; Height is imported/bound for provenance with Displacement Amount A0 until physical amplitude is calibrated. The asset's grain, nicks and wear remain intrinsic. Integration authorization does not establish an exact match to the smooth AI concept or a PIE acceptance.

Applied and verified: the 111 Wood Wall100 records in L_GeneralHouse now use DarkBrownClapboard; existing Concrete walls and other parts retain their appearances. All948 piece IDs, support links, resources, positions and scales are preserved; serialization changed twenty yaw readbacks only by approximately0.0000000000000284 degrees. Save and map reload retain948 instances/five batches and the real Wall ISM material binding. All three piece definitions reference the updated shared Wood set; old defaults remain LightWood. Native parameter/texture/clean-package checks and Slate left-override/right-value checks for Specular/AO pass. Four existing AppearanceRules/Menu, PCG Appearances and central appearance persistence automation checks pass without errors/warnings. Seven edited assets and the map are saved/clean. The switch tool dirtied the master in memory; its graph was not edited or saved and its disk hash stayed unchanged. Validation and readbacks · Actual UE wall closeup · Actual UE house wall view. GeneralHouse remains open for owner review; PIE/multiplayer and final visual acceptance are pending.

[ADOBE CLAPBOARD DOWNLOADED AND CONFIGURED — 2026-10-09; OWNER VISUAL ACCEPTANCE PENDING] The owner confirmed the download. Native Painter resource inspection found painted_wood_siding_clapboard/painted_wood_siding_clapboard in your_assets, version c3613d0820d8769de68579e94778b720f2e190fc.sbsar. The ready-made Substance material now replaces the procedural fills on all three Wall25/50/100 review sets; prior layers are retained hidden. Two editable sRGB colors are (0.27, 0.225, 0.19) and (0.30, 0.25, 0.215), both Roughness controls are 0.68, Metallic is 0, Normal Intensity is 0.5 and Height opacity is 0.15. BaseColor, Height, Normal, Roughness and Metallic channels are active. Triplanar projection uses scale factors (2.6666667, 2.6666667) with unchanged 3D transforms, producing approximately 2/4/8 horizontal courses across the review heights. This remains a draft visual scale; the source's physical scan dimensions and construction spacing are unverified. Exposed controls do not include board count, wood grain or wear intensity; the asset's visible roughness and nicks differ from the smooth selected concept. Saved and reopened D:/Substance/Projects/Lambeer/WallWoodReview_20261009/Lambeer_Wall_AdobeClapboard_Review.spp retains all three parameter sets and active channels; native audit reports no issues. Fifteen 2048 PNG maps plus a three-size Blender preview and closeup are under D:/Substance/Exports/Lambeer/AdobeClapboard_20261009. These Cycles/AgX renders are actual exported-material previews, not Painter viewport captures. Review Blend: D:/Substance/Meshes/Lambeer/WallWoodReview_20261009/Lambeer_Wall_AdobeClapboard_Review.blend. Original option01 SPP remains unchanged; pre-edit and working-state backups are in D:/Substance/Backups. Evidence: adobe-clapboard-validation.json beside the new SPP. Production geometry and metre UV0 remain unchanged. No UE integration or appearance registration; owner review of color, grain, relief and wear remains next.

[OWNER VISUAL REVIEW FAILED — 2026-10-09; HISTORICAL LIBRARY RESEARCH] The owner reports that option01's authored material does not match the proposed image in color, lighting/shading or grain and reads as one flat panel with drawn dividing lines. The selected concept direction remains; technical save/readback/export checks do not establish appearance acceptance. The procedural recreation was rejected. Research identified Painted Wood Siding Clapboard, also listed as Clapboard Painted Wood Siding in Adobe's Building facades collection. At that point no local Clapboard resource existed, so parameters and appearance were unverified. The installed MCP has no online-library download action. The owner subsequently downloaded it through Substance3DAssets, enabling the native configuration described above. No assets were modified during the preceding research-only turn. Adobe's download workflow.

[OPTION 01 OWNER SELECTED — 2026-10-09; AUTHORED AND SAVED FOR REVIEW] The owner selected 01 Espresso Painted: dark brown long horizontal lap boards, restrained grain and a smooth matte finish. The updated Lambeer_Wall_Espresso_Option01_Review.spp is saved and reopened under D:/Substance/Projects/Lambeer/WallWoodReview_20261009, with all three Wall25/50/100 texture sets at 2048. Independent BaseColor, Height and surface fills retain editable sources; Roughness is 0.72, Metallic is 0 and Height opacity is 0.16. Palette and subtle grain are procedurally recreated from the selected concept direction; the generated image's lighting is not used as a PBR map. Existing draft spacing remains 12.5 cm (2/4/8 courses), not an approved construction measurement. Native source readbacks after reopening and all fifteen exported maps pass; the project audit reports no issues. Review maps, a three-size Blender preview and a closeup are under D:/Substance/Exports/Lambeer/EspressoPainted_Option01_20261009; the preview uses Cycles/AgX with exposure +0.8 and is not a Painter viewport capture. A review Blend is saved under D:/Substance/Meshes/Lambeer/WallWoodReview_20261009; the preceding SPP is backed up as D:/Substance/Backups/Lambeer_Wall_Before_Espresso_Option01_20261009.spp. Evidence: espresso-option01-validation.json beside the SPP. Production source files, geometry and metre UV0 are preserved. Final owner visual acceptance remains pending; no UE integration or appearance registration.

[OWNER REQUESTED REVISION — 2026-10-09] The owner reports that the existing Substance candidate does not yet match the farmhouse reference and requested three visual texture proposals before further authoring. Built-in image generation produced 01 Espresso Painted (smooth, restrained grain), 02 Dark Walnut (warmer, more visible grain), and 03 Weathered Umber (muted grey-brown, subtle aging). All show long horizontal lap boards. These are appearance concepts with illustrated lighting, not calibrated scans, tileability proofs or PBR maps. Owner subsequently selected01 Espresso Painted;02 and03 remain unselected alternatives. Physical dimensions remain unapproved. No Substance or UE assets were changed during proposal generation; the selected Substance revision is described above.

[INITIAL CANDIDATE — SUPERSEDED BY OPTION 01 ABOVE] The owner selected long horizontal boards in dark brown from the Modern Farmhouse reference, following the main-wall lap siding rather than the short upper-gable shingles. Independent Wall25/50/100 review copies have three 2048 texture sets in D:/Substance/Projects/Lambeer/WallWoodReview_20261009/Lambeer_Wall_DarkBrown_LapSiding_Review.spp. The saved project is open in Substance Painter. Separate editable fills provide subtle-grain BaseColor, overlap Height and a matte nonmetallic surface. Draft course spacing is 12.5 cm, giving 2/4/8 rows on the measured review faces; this spacing and relief are review choices, not approved construction dimensions. Fifteen review maps and a Blender render are under D:/Substance/Exports/Lambeer/DarkBrownLapSiding_20261009. The earlier Wood state is backed up under D:/Substance/Backups. Original geometry, source files and production metre UV0 remain unchanged. These unique-UV review textures have not been integrated into UE5 or registered as selectable appearances; final color, spacing, relief and production projection acceptance remain pending.

One-car / two-car Garage concepts — 2026-10-10

[OWNER SELECTED 02 GRAPHITE STEEL + 03 IVORY CLASSIC; NATIVE ASSETS SAVED FOR REVIEW — 2026-10-11] Both designs have one-car and two-car sizes, each with both a static inward-open double-leaf Door and a Door + Track assembly. Each installed garage has exactly two authored pieces: Opening plus the chosen complete Door assembly. The owner confirms that double leaves remain static open meshes like the existing ManualHouse door. Door + Track uses structural floor-to-ceiling clearance of exactly 300 cm across both full rails, excluding Finish. No player interaction or new open/closed persistence state is introduced.

VariantImplemented outer module W × HImplemented clear passage W × HStatus
1 car300 × 300 cm250 × 250 cmAuthored and saved; owner visual acceptance pending
2 cars600 × 300 cm550 × 250 cmAuthored and saved; owner visual acceptance pending

Implemented jambs are 25 cm wide, the header is 50 cm high and the Opening is 15 cm deep. Source and imported bounds match the 300/600 × 300 cm corner-pivot contract. The 280 cm rearward track, brackets, rollers, ceiling hangers and closed five-panel door belong to one mesh. Double leaves open inward 90 degrees and belong to one separate assembly mesh. Roofs, lighting and supporting walls/floors are ordinary house context outside the two-piece garage count. No automatic replacement of existing houses or new player construction economy is introduced.

01 — Warm Timber (unselected)
Warm Timber one-car and two-car sectional Garage concept with Opening and Door plus Track assemblies
Natural warm timber, light plaster frame, smoked upper glazing and restrained dark hardware. Recommended visual fit with the current brown clapboard and light plaster house.
02 — Graphite Steel (owner selected)
Graphite Steel Garage concept with one-car and two-car sizes and rear track detail
Powder-coated charcoal steel, broad horizontal sections, subtle surface response and dark hardware.
03 — Ivory Classic (owner selected)
Ivory Classic raised-panel sectional Garage concept with exactly two placement groups
Painted ivory panels, shallow classic relief and divided upper glazing. Panel seams and relief must be rebuilt coherently for articulation; generated imagery is an art target, not exact construction geometry.

Production evidence: twelve Blender meshes, editable Blender/Painter sources, three coated-paint finishes with fifteen 2K PBR maps, twelve piece Data Assets, twelve resource Appearance Sets and a project-local smoked-glass material are saved. Macro panel relief and hardware are geometry; metre UV0 carries the procedural surface maps. Opening plaster reuses the accepted SmoothPlasterPartition MI. New garage finishes remain provisional until owner visual acceptance under the material quality workflow. Actual assembled-house images and verification.

Generated concepts: built-in ImageGen; the three prompt records are saved in prompt evidence. The three concepts remain historical art references; native production and owner selection are recorded below.

Garage kit production and actual Unreal review — 2026-10-11

Saved review level: /Game/Lambeer/World/Maps/L_GarageKitReview_20261010. Eight complete ManualHouse bays cover Graphite/Ivory × 300/600 cm × Swing/Track. Each bay has exactly two garage records, independent structural Slabs/walls and a 600 cm deep review floor. Review-only daylight/interior lighting is recorded separately; it is not a gameplay performance budget.

Asset roleVerified path patternPlacement
Opening/Game/Lambeer/World/Environment/ModularKit/Data/Pieces/DA_Piece_Opening_Garage_{Graphite|Ivory}_{300|600}x300One piece on a fully supported Slab edge
Static double leaves/Game/Lambeer/World/Environment/ModularKit/Data/Pieces/DA_Piece_GarageDoor_Swing_{Graphite|Ivory}_{300|600}x300One mesh assembly fitted to the same-size Opening
Door + Track/Game/Lambeer/World/Environment/ModularKit/Data/Pieces/DA_Piece_GarageDoor_Track_{Graphite|Ivory}_{300|600}x300One mesh assembly; exact 300 cm structural ceiling throughout both rails

Each SM_ ID matches its piece suffix under the existing ModularKit Meshes folder. Appearance IDs are GarageGraphite / GarageIvory with explicit Wood/Brick/Concrete bindings and a fixed glass slot. Imported unused slots are compacted: Graphite Opening Hardware/Plaster, Ivory Opening Paint/Plaster; Door assemblies Paint/Hardware/Glass. Direct Sensei-parent paint/hardware MIs use zero displacement, metre tiling and independent map roles; the shared master disk is unchanged. Door meshes use standard rendering because the glass is translucent; Opening meshes retain Nanite. Triangle collision leaves the doorway open. Authored-only catalog entries use zero required units and existing inherited resource HP; they do not add a player radial entry or approve a new gameplay bill.

Editable sources: RawResource/Models/Productions/Environment/ModularKit/GarageKit_20261010/Source/GarageKit.blend and Source/Painter/{Graphite,Ivory,Hardware}.spp. FBX exports explicitly convert Y into Unreal's positive-width corner-pivot space. All source components are closed manifold, bevelled and have metre UV0. The Starter Assets spray-paint resource with seed 17 produces reproducible coated surfaces; normal maps are DirectX. These procedural 1 m tiles are not measured scans. No texture download is currently required. Painter parameters · Geometry evidence · Texture provenance.

Actual Unreal views: Door + Track
Actual Graphite Steel two-car Door plus Track bay
Graphite Steel, saved native meshes on structural house bays.
Actual Ivory Classic ManualHouse garages with raised panels and divided glazing
Ivory Classic; panel relief, glazing and hardware use independent slots.
Actual Unreal views: static open double leaves and rails
Graphite static open double leaves in both garage widths
Ivory static open double leaves in both garage widths
Graphite rear rails, radius transitions and full structural ceiling
Ivory rear rails, mounting plates and structural ceiling

Verification: Editor/Game Win64 Development builds and 13 targeted non-PIE automation tests pass. Tests include both sizes/styles, whole-floor coverage, internal gaps, 50 cm overhang, arbitrary house yaw, matching Opening attachment, incomplete/missing/misheight ceiling, full-track mid-span holes, Finish exclusion/contact, actual Editor preview/commit rejection and existing persistence codec identities/appearance/support links. Saved/reloaded assets retain bindings; all eight saved bays have two garage records. GeneralHouse's 988 records, identity and retained settings compare unchanged. Test results · Reload evidence. Initial integration failures are preserved separately; corrected tests establish technical checks, not owner visual approval.

Garage endpoints and legacy retirement — 2026-10-11

Historical owner correction, before the repair below: Wall 50 seam alignment also failed. Live GeneralHouse now has 1,000 records, including twelve newly stacked Wall 50 modules; the selected piece is Ivory Opening 600 and the active source is Slab 100. On the west edge X=-400..-385, the new wall stacks occupy Y=1000..1050 and Y=2050..2100. Their same-plane ends require Opening endpoints at Y=1050 or Y=2050. Slab 100 / Opening 600 still uses GCD(100,600)=100 cm offsets, exposing Y=1100 or Y=2000 instead and leaving a 50 cm gap. Changing the neighbouring wall to 50 cm does not change that source/target grid. The generator does not inject neighbouring wall seams into the selected Slab's candidates. This is a missing half-module seam anchor, separate from the perpendicular 15 cm corner conflict described below. The prior 85 cm finding applies to the earlier garage-front fixture only, not every reported gap. Evidence is live properties/mesh bounds plus source-derived positions; this turn does not claim a native placement-validation or PIE pass. Live evidence.

Owner selected option 1; implemented in the repair below: preserve the Slab grid and also derive Opening endpoints from actual neighbouring wall ends for collinear joins, and inner faces for perpendicular contacts. This covers Wall 25/50/100 module seams without hard-coding a 15 cm correction or changing the 300/600 cm meshes. Validate orientation, full structural floor support and obstruction before displaying these points. A 50 cm grid alone addresses half-module positions but not 25 cm seams or perpendicular-wall thickness. The diagnostic turn did not change snap implementation; the subsequent authorized implementation is recorded below.

Historical initial diagnosis, superseded by the approved repair below. The selected piece is Graphite Opening 600 × 300 cm. A native read-only fixture copies all 988 GeneralHouse records and evaluates the two garage-front rim Slabs at local (500,1000,50) and (1800,1000,50). Snap slots remain 100 cm apart. Left endpoint X=500 and right endpoint X=1900 intersect the 15 cm side walls and are rejected with Another house piece occupies this space. Left wall occupies X=500..515; right wall X=1885..1900. The nearest clear grid positions begin X=600 or end X=1800, leaving 85 cm to the inner wall faces. This is a grid/physical-corner mismatch, independent of the previously corrected mesh liner. The existing L-junction trimming path accepts solid-wall pairs only, so it cannot resolve an Opening/side-wall corner.

Proposed optionResultTradeoff
1. Wall-face endpoint anchors (recommended)Keep Slab grid points and add correctly facing Opening endpoints at actual adjacent wall inner faces: left X=515 or right X=1885 in this bay. Keep 300/600 cm mesh widths and full structural floor coverage.Opening placement can use a 15 cm offset from the metre grid; side-wall geometry stays intact.
2. Physical Opening/Wall corner jointKeep Opening endpoints at the outer Slab edge and derive a non-overlapping, closed side-wall corner against the actual jamb.Extend wall geometry/collision generation and validate Opening solid regions, material slots and persistence reconstruction. Simply disabling collision is insufficient.

Both proposals retain the exact 300 cm structural ceiling requirement over both full Track mounting strips and exactly two garage placements. The owner subsequently approved option 1; option 2 was not selected. See the implementation and verification below. 64 native rim candidates and rejection reasons.

Legacy 550 kit removed: the three old Piece Definitions, Opening/Track/Panel meshes and BP_SectionalGarageDoor are retired from active Content; their catalog entries and child-assembly rendering branches are removed. The current owner house contains no legacy Garage records; all 988 authored records and current selected 600 cm settings remain unchanged. Backups are outside active Content; no automatic 550-to-600 conversion was performed. Editor/Game builds and 14 focused checks pass, including current 62-definition audit and retired-ID rejection. The existing GameplayCue path warning occurs in the persistence lifecycle check. Deletion/save verification · Checks. No PIE result is claimed.

Approved physical wall endpoint anchors — 2026-10-11

Option 1 implemented and verified. Garage Opening 300/600 keeps its existing Slab grid and adds source-relative contacts at the physical bounds of completed neighbouring Wall 25/50/100 modules. Collinear contacts finish before a wall minimum or start after its maximum; perpendicular contacts use the same geometry to stop at the actual inner face. The position along the selected edge changes while exterior facing, floor datum and mesh width stay unchanged. Contacts must intersect the Opening's wall-plane and height bands, lie within the selected Slab edge interval, and be parallel/perpendicular in its frame. Removed, incomplete, tilted or scaled walls cannot create these contacts. Identical poses are deduplicated and names use stable wall site identity, edge and contact side.

ContextualSnapPoints is shared by ManualHouse preview, fresh click resolution and runtime snap aim/support. GarageSnapEdge keeps filtering by the source-local edge. Fresh commit reconstructs contact names from current records and repeats coverage/obstruction validation; stale points whose wall was removed, duplicate placement and newly missing floor are rejected. Opening intersection uses an explicit 0.01 cm numeric contact tolerance instead of the general piece collision inset; existing non-garage contact rules stay unchanged. The complete structural Slab union remains mandatory and attached Finish contact retains its existing contract. Door + Track still requires structural ceiling underside exactly 300 cm above the structural floor throughout both full rails. Two-piece assembly and static open double-leaf behavior are unchanged.

Current GeneralHouse caseVerified physical endpointOutcome
West edge, left Wall 50 stackOpening minimum Y=1050 cmClear and fully floor-supported
West edge, right Wall 50 stackOpening maximum Y=2050 cmClear and fully floor-supported
Garage front left perpendicular wallOpening minimum X=515 cmClear contact at inner wall face
Garage front right perpendicular wallOpening maximum X=1885 cmClear contact at inner wall face

Validation: fresh Editor/Game Win64 Development builds and all 16 focused checks pass. New fixtures cover both designs/widths, Wall 25/50/100, either end, straight/corner joins, cardinal/arbitrary house rotations, actual Editor commit, runtime aim/support, 0.5 cm wall penetration and floor overhang, internal missing slabs and stale wall/floor changes. The existing persistence codec additionally preserves off-grid Opening/Door poses and attachment identities without a schema change. A native read-only fixture verifies all four reported endpoints on the owner's earlier 1,000-piece house snapshot; all authored records, house identity and selected settings compare unchanged after scoped Save/reload. One existing GameplayCueNotifyPaths warning remains in ManualHouseLifecycle. Owner Viewport click/visual acceptance and owner-only PIE/cook/performance remain pending; the native runtime fixture is not PIE. Earlier owner endpoint evidence · 16 checks · Owner Save/reload.

Endpoint audit independent of owner layout — 2026-10-11

Test correction implemented; garage behavior retained. WallEndpointCommit previously asserted that the four endpoint coordinates from the earlier 1,000-piece owner snapshot must always remain clear in the editable live map. The current 1,166-piece snapshot retains every surviving record unchanged but replaces twelve old West Wall 50 records, including the anchors at Y=1050/2100, with new walls. The old Y=1050/2050 Opening bounds are consequently no longer current wall contacts. The two South endpoints remain clear. This was a stale expectation in the scene-specific audit.

The four exact historical endpoint assertions now run on a deterministic isolated fixture with both West and South bays. A second fixture replaces a half-module wall and verifies that the old Opening pose becomes obstructed and cannot remain a clear preview candidate. The existing both-width/style, Wall 25/50/100, rotated-house, commit/runtime support, duplicate, missing-floor, penetration, overhang and stale-anchor checks remain. The live-map audit uses an isolated copy, compares every sampled candidate against fresh structural validation, checks finite poses and requires rejection reasons for blocked candidates. Historical-coordinate counts are diagnostic data; an owner edit may legitimately remove, move or occupy those coordinates. No snap generator, collision tolerance, support rule, mesh, material, house record or persistence schema changed.

Validation: final Editor/Game Development builds and 7 focused Garage checks pass. The full 57 Building/manual-persistence checks pass without errors or test warnings. The controlled fixture confirms all four endpoints; the current-owner audit checks 152 candidates from four reported source slabs, including 29 clear poses. Scoped native map Save/reload preserves all owner fields, 1,166 records, 1,112 ISM instances in 12 batches, 54 derived junction surfaces, instance matrices and material bindings. The map and both authoring Blueprints are saved clean. Owner physical Viewport/PIE/cook acceptance remains separate and pending; no PIE was started.

Historical/current wall topology difference · Controlled and current-owner audit · 57 checks · Layout preservation · Validation summary.

Owner hardware and Opening edge correction — 2026-10-11

The owner rejected the upper hinge on the glazing row, requested a higher manual pull and reported flickering at the Opening edge. Both designs and widths now place Swing hinge centres at 30/120/180 cm, all on solid panels below the glazing start at 200 cm. Swing pulls move from 105 to 130 cm centre height; Track pulls move from 91 to 130 cm, measured from the structural floor datum. Static open leaf poses and two-piece placement are retained.

The original embedded liner boxes shared exposed jamb/header planes with the plaster frame. All four Opening meshes now have one welded closed boundary with a real 1.5 cm liner recess and no duplicate faces or separate overlapping liner shell. Nominal outer bounds, throat dimensions, pivot and material roles are retained. FBX material identities are stable and explicit slot bindings are restored after import. All twelve meshes are saved and reloaded from disk; geometry/bindings/Nanite policy, eight review bays and the owner's unchanged 988 records are verified. The three GarageKit placement/persistence checks pass after this asset revision; no native code change or new PIE result is claimed.

Graphite solid-panel hinge mounting and raised manual pull in Unreal
Graphite: upper hinge below the glass row, pull centre at 130 cm.
Ivory solid-panel hinge mounting, raised pull and recessed Opening edge in Unreal
Ivory: revised hardware and the Opening edge after disk reload.

Single-boundary geometry checks · Imported geometry and bindings · Disk reload · Three post-revision checks. Close views from multiple Editor camera positions are recorded in the same evidence folder. Owner confirmation of flicker while moving the Viewport remains pending.

Separate pending acceptance: owner visual review, physical Viewport input, owner-started PIE/rejoin, packaged cook and performance. The door pose is authored presentation; no animated opening/closing interaction is claimed. Placement workflow · Shared placement validation contract.

Short stair: concrete and wood — 2026-10-11

[OWNER AUTHORIZED; SAVED FOR REVIEW — 2026-10-13] The current twelve-part stair kit uses the same LightPlanks/DarkPlanks/CastConcrete textures as structural Ceiling and is available in BP_ManualHouse. Flight extends from Landing or Flight; Landing mounts on fully covered Slab tops or only ahead of a Flight upper exit. Nine native examples and central second-support destruction/restore checks are recorded in the owning stair kit delivery record. This supersedes the mesh-only scope below; owner visual/PIE/cook/performance acceptance remains pending.

Modular grid stair mesh review — 2026-10-12: owner requested BP_ManualHouse Grid 25/50/100 compatibility and deferred textures. Twelve active mesh types and six static Straight/L/U assemblies are saved in /Game/Lambeer/World/Maps/L_ModularStairMeshReview_20261012, using a 100 cm wide / 50 cm run / 25 cm rise walking unit; twelve units reach the measured 300 cm storey transition. Owner simplification uses one Repeat-derived flight per family, a combined Wood tread/frame mesh, and only 100 cm landing and rail lengths; columns remain modular. The 2026-10-13 owner revision integrates posts at local run25/75 cm in each rail, with one level and one slope100 mesh and no separate post or end variant. All instances use unit scale. Source and actual Unreal evidence, 306 transform/binding checks, disk Save/reload and 144 Editor collision samples are in REF-MODULAR-STAIR-KIT. The new meshes remain review-only outside the existing construction catalog; no texture/Appearance, BP_ManualHouse runtime selector/snap, PIE, cook or performance acceptance is claimed. Existing short stairs, House 01 and owner GeneralHouse remain unchanged.

Modular full-storey stair exploration — 2026-10-12: REF-MODULAR-STAIR-KIT proposes separate flight sections, level landings, rails and supports for straight, L and U layouts across houses. AI concept boards are exploratory; new profiles and gameplay clearance remain TBD. The existing short stair and confirmed House 01 geometry below are retained as separate references.

[OWNER SELECTED / LOCAL PRODUCTION SAVED] The owner selected proposals 01 and 03, then reduced the stair depth from 100 to 50 cm (100 × 50 × 25 cm overall) and authorized switching the connected Blender/Painter workspace from FarmingGame to Lambeer. Both two-step versions are authored and selectable in ManualHouse. Final visual acceptance remains pending under the material quality workflow.

Geometry: two 25 cm treads, each rising 12.5 cm; corner pivot and local envelope (0,0,0)–(100,50,25), ascending +Y. The revised concrete remains one closed monolithic cast volume, with 1 cm radius front nosings, eased exposed edges, 1.4 cm recessed risers and continuous shallow shadow grooves under each 2.8 cm lip. Three real 4 mm wide / 2 mm deep anti-slip grooves span 92 cm near the front of each tread. The revised wood assembly has four 3 cm thick tread boards with 0.75 cm radius front nosings, eased board edges, 2 mm plank joints, risers recessed 1.5 cm, four stepped stringers and two concealed cross rails. Its twelve closed timber components use grain along each board, with independent end-grain mapping on cuts; the render override preserves the same envelope. Both have two explicit surface slots, metre UV0, two authored convex collision hulls, Nanite enabled and a complete fallback. Snap, eligibility and persistence contract.

Resource / VariantIdRepresentationExplicit slots 0 / 1
Concrete / LightCastConcreteSM_Stair_100x100x25MI_Stair_Concrete / same concrete MI
Wood / DarkBrownStairWoodSM_Stair_Wood_100x100x25MI_Stair_Wood / MI_Stair_EndGrain

Source: Painter starter materials Concrete Cast, Wood Plain and Wood Slice; exact versions, parameters and 2K export hashes are in the texture manifest and editable recipe. Sources are D:/Substance/Projects/Lambeer/Stair_100x100x25_{Concrete|Wood|EndGrain_Final}_20261011.spp. Current editable Blender sources and both FBX exports are under RawResource/Models/Productions/Environment/ModularKit/Stair_100x50x25_Refined_20261011; the catalogue packs its preview textures. Reusable material tiles retain their original export locations in the linked manifest. Procedural physical source area is unmeasured; the authored metre repeat is provisional. DirectX normals, separate AO/Roughness/Metallic routing, direct shared-master parent, explicit switch overrides, zero displacement and Tessellation-off are verified. The shared master disk hash is unchanged.

Actual UE evidence: /Game/Lambeer/World/Maps/L_ShortStairReview_20261011 contains two independent 24-piece ManualHouse bays with lower and upper slabs, a door opening and the accepted wall finishes. Recorded workspace lighting/exposure; the alternate front-light review adds one white DirectionalLight at pitch −25°, yaw 90°, intensity 2.5, with exposure unchanged. These are Editor captures, separate from AI concepts.

Actual concrete stair adjoining lower and upper slabs in Unreal
Revised concrete: rounded cast nosings, recessed risers, continuous shadow lines and real shallow tread grooves; unchanged upper/lower Slab contact.
Actual wood stair with front fill lighting in Unreal
Revised wood: rounded nosings, separate thick tread boards, recessed risers and fitted side stringers under the same recorded front lighting.

Exposed board ends · Upper contact · Normal-distance assembled bays · Source geometry · 23 saved assets and bindings · Disk package reload · Actual ISM binding and level reload.

Validation and limits: Editor and Game Development builds succeeded; 12 focused non-PIE checks passed, including actual bounds/collision/slots, every Slab 25/50/100 edge, rotated contacts, reciprocal elevations and central persistence round trips. One existing GameplayCueNotifyPaths warning remains. All 1,093 current owner-house records and captured settings survived scoped Save/reload unchanged. Owner visual/viewport acceptance, PIE walking/collision, packaged cook and performance remain pending; no agent PIE pass or owner material approval is claimed.

Owner wood revision — 2026-10-11: the owner rejected the sharp, block-like wood appearance and requested softer edges and visible construction. The revised mesh is saved to the existing DarkBrownStairWood appearance; all package IDs, per-slot MIs, corner pivot and snap bounds remain stable. Editable packed wood/catalogue sources and the wood FBX are under RawResource/Models/Productions/Environment/ModularKit/Stair_100x50x25_WoodRelief_20261011. Concrete and reusable Painter material tiles are unchanged. Twelve closed components / metre UV0 · Actual geometry, collision and slot readbacks · Wood package disk reload · 24 + 24 review records and ISM bindings after level reload · 12 current non-PIE checks, zero errors/warnings. The working owner map disk hash is unchanged. The two continuous collision boxes deliberately cover the tread envelope rather than decorative seams and the open underside; owner walking/collision review remains pending. Earlier depth-stage builds remain recorded above; no C++ change or new native build was required for this mesh revision. Current wood visual acceptance is pending; the former wood images remain historical evidence.

Owner concrete revision — 2026-10-11: the owner explicitly requested improving concrete as well as wood. The revised LightCastConcrete uses the existing logical mesh and two original slots, both bound to MI_Stair_Concrete. Its macro lip, shadow and tread-groove relief is real closed geometry; shader displacement remains zero. Existing source material tiles, Wood appearance and every placed transform remain unchanged. Current packed sources and both exports are under RawResource/Models/Productions/Environment/ModularKit/Stair_100x50x25_Refined_20261011; earlier source generations are historical. Concrete Nanite precision is 1/256 cm with the complete fallback retained. Exposed side profile · Current assembled bays · Closed geometry / metre UV0 / unchanged Wood source · Actual bounds, two tread collision hulls and explicit bindings · Concrete package disk reload · 24 + 24 records and ISM bindings after review-map reload · 12 current checks, zero errors/warnings. Shared master, saved Wood mesh and working owner map disk hashes are unchanged. Continuous collision boxes cover the walking envelope rather than shallow decorative grooves; owner visual/PIE/cook/performance acceptance remains pending. This geometry-only revision required no C++ change or new native build.

Owner depth correction — 2026-10-11: width 100 cm, ascent depth 50 cm, total rise 25 cm; tread depth 25 cm and rise 12.5 cm. Original PieceId, package names and document anchors retain the 100x100x25 suffix for existing references. The current imported geometry and collision are 100x50x25; the old 100 cm sources and images are historical evidence. Texture exports remain reusable metre tiles. Review stair origins move +50 cm in local Y to preserve the fixed upper Slab edge; existing house records are not automatically repositioned.

ManualHouse structural Ceiling — selected 01 / 02 / 04

[OWNER SELECTED / LOCAL PRODUCTION SAVED] Light Wood, Dark Wood and Concrete are authored as walkable 10 cm panels below the lower Wall top, with direct upper-Wall stacking. Nine closed meshes, editable Blender/Painter sources, twenty 2K maps and nine independent surface MIs are saved in separate StructuralCeiling Appearance Sets. ManualHouse retirement/migration is complete; PCG retains its original appearances. The owner map has 78 converted tiles. Actual top/underside/edge/joins, isolated collision checks and Save/reload evidence are in the canonical authoring guide. Actual visual acceptance, owner PIE and cook/performance remain pending under the material quality workflow.

[OWNER APPROVED EDGE REVISION / SAVED] Automatic ManualHouse Ceiling clipping and matching hulls remove the coplanar Wall overlap. Six wood source bevels are repaired without changing dimensions, selected appearances or independent surface MIs. Owner/review actual geometry and Save/reload are verified; final visual/PIE/cook/performance acceptance remains separate. Current actual mesh evidence and workflow.

ModularKit material quality workflow — 2026-10-10

[OWNER CONFIRMED — CURRENT AUTHORING AND ACCEPTANCE POLICY] Only SmoothPlasterPartition and DarkBrownClapboard currently meet the owner's usable visual quality baseline for ModularKit. All other existing ModularKit materials and appearances are provisional / require rework and owner review, even when imported, selectable, saved or technically compliant. This workflow replaces the former approach of treating MI configuration, source scan tiling or preview-sphere checks as sufficient material delivery. Earlier configuration audits remain evidence of those checks, not quality approval.

Scope and authority: use this workflow for new or revised ModularKit materials, render-mesh appearances and their Building, ManualHouse and PCG integration. This HTML section owns the quality policy; Appearance Sets and piece definitions own runtime bindings. The owner's usable-baseline decision does not certify PIE, packaged cook or performance, and does not authorize deleting legacy variants, replacing defaults or changing placed houses. Preserve stable IDs and unrelated owner edits. The retired lambeer-materials skill remains excluded.

Current usable baselines

[OWNER REVISION — 2026-10-11] The former ManualHouse menu-only restriction is superseded by actual shared Wood appearance retirement. Wall retains only DarkBrownClapboard and SmoothPlasterPartition; Window retains only CraftedWarmWood, PaleHoney and WhitewashedAsh. Removed Wood entries are absent from the shared sets used by ManualHouse, player Building and PCG. Wood defaults and recognized retired authored/saved values migrate to DarkBrownClapboard for Wall and CraftedWarmWood for Window. Approved selected values remain unchanged. Brick/Concrete, construction resources, bills and health remain unchanged.

Appearance / intended resultCurrent verified configurationWhat to carry forward
SmoothPlasterPartition
Smooth off-white interior plaster.
Current Wood Wall Appearance Set entry; flat logical Wall25/50/100 meshes. All four slots bind MI_Wall_SmoothPlaster_OffWhite. Source: downloaded Adobe Smooth Plaster, not the earlier Smooth Rubbed Plaster candidate.Subtle surface detail and matte response on both broad faces, explicit finished ends/caps, no siding grooves or physical displacement. The Appearance resource remains Wood; a plaster finish does not change its resource bill.
DarkBrownClapboard
Dark brown, long horizontal lap siding outside; plaster inside.
Size-matched SM_Wall_Clapboard_25/50/100 render overrides. Slot 0: MI_Wall_Clapboard_DarkBrown; slot 1: MI_Wall_Clapboard_EndGrain; slot 2: MI_Wall_Clapboard_HorizontalEdge; current owner slot 3: MI_Wall_SmoothPlaster_OffWhite.Real closed lap-profile geometry, distinct cut/end and top/bottom mapping, separate interior, fitted mixed-profile corner seams and no filling into an existing wall. Nanite is enabled on the Static Meshes; derived ManualHouse junction surfaces are transient ProceduralMesh sections without Nanite.

Evidence and remaining limits: the 2026-10-10 native Appearance Set readback and Save/reload preservation evidence establish these current bindings. SmoothBrownPartition and brown-wood clapboard interiors in earlier entries describe historical configurations, superseded by the owner's current plaster assignments. The two baseline MIs use zero displacement and explicit Tessellation-off overrides. Smooth Plaster's physical source area remains unverified; its current one-repeat-per-metre setting is provisional, not a measured scan dimension. Owner acceptance of present use does not resolve that uncertainty.

Required working sequence

  1. Inspect the actual target and agree the appearance. Read the reference, current Appearance Set, piece definitions, render geometry, bounds, UV/projection and all material slots before authoring. Establish color, finish, grain/course direction, relief and the intended exterior/interior/cut/cap surfaces. Ask only for unresolved choices that affect correctness. When visual direction is unselected, propose reference images for owner selection before production authoring; when already approved, proceed. AI concepts illustrate direction and lighting; they are not calibrated BaseColor, Normal or Height maps.
  2. Start from a suitable complete material source. Prefer an owner-selected Substance 3D Assets material or another verified PBR source that actually matches the target, as with the two baselines. Inspect its graph, exposed parameters, map outputs and normal convention before adapting it. Use original procedural authoring only when the source cannot supply the approved result; do not substitute a tinted flat fill with drawn seams for lap siding. Preserve an editable source or reproducible render recipe, source identity/hash, selected parameters and backup. Keep large procedural originals in their documented external library; do not recreate the removed project Smooth Plaster SBSAR.
  3. Produce consistent reusable maps. Render/export the matching BaseColor, Normal, Roughness and AO set; retain Height when relevant to relief/provenance. Use verified routing for optional Metallic, Specular or packed masks. Record source version, seed, parameters, map convention and resolution. Do not use baked concept lighting as BaseColor or project-specific packed review UV atlases as a reusable tileable material. Check repeat seams and orientation. Choose resolution for the target; the baselines' 2K maps are an example, not a universal quality guarantee.
  4. Match geometry and every visible surface. Use Normal for fine surface detail; macro relief that must close at exposed cuts and corners needs matching geometry. For the current clapboard, retain the approved real profile, 15 cm total wall depth, exterior envelope and separate surface slots under the wall geometry contract. Do not enable shader displacement to repair gaps or let face Height deform cut ends, caps or interior faces. Any different displacement representation requires an explicit reviewed plan and actual edge/joint proof. Different neighbouring appearances keep their own MIs; fit the boundary from their actual profiles. Follow existing-wall occupancy priority; inspect partial-height and mixed-size joins. These wall dimensions are not a thickness rule for every kit piece.
  5. Configure scale and UE material inputs. Follow the direct-master and input contract below and the shared metre UV0 contract. Verify actual sRGB/linear sampling, compression, DirectX/OpenGL convention, both switch override and value, all active layers and effective Tessellation/displacement. Use documented source physical dimensions and target orientation; unknown dimensions stay visibly unverified with a provisional test scale. Pixel aspect is not a physical measurement. Do not repeat the completed UV migration to add an MI. Inspect projection on vertical, horizontal and sloped targets; use fitted UVs for non-tileable sources. Do not alter or accidentally save the shared master.
  6. Integrate the complete Appearance. Use the shared appearance contract: stable resource-eligible VariantId, representative preview/tint, explicit per-slot MIs and compatible per-size RenderMeshes when needed. A preview should represent the visible finish, not an unrelated data map. Registering only an MI does not make a selectable Building/PCG appearance. Preserve piece/resource rules, bills, support IDs, authored records and the approved snap/exterior orientation. Confirm ManualHouse and PCG use the intended resolver and representation; a ManualHouse corner fix does not by itself verify PCG joins.
  7. Review actual results in UE. Capture the target module and assembled house at close range and normal viewing distance with recorded lighting/exposure. Include face-on and grazing-light views for color, roughness and relief, then compare with the approved reference and the two baselines. Inspect all applicable sizes, outward/inward faces, exposed ends/caps, openings, rotated runs, matching/mixed appearances, corners and nearby occupied walls. Do not compensate for incorrect maps by changing scene exposure until the underlying material is checked. Source/Painter and sphere previews support this review; the actual target in UE is the delivery evidence.
  8. Save, reload and report acceptance honestly. Save scoped assets and the level through Unreal MCP, verify clean/readback results, then reload from disk and confirm bindings, profiles, corners, authored IDs/poses and appearance choices remain. Exercise relevant appearance-change, neighbour removal/restoration, Undo/rebuild and persistence regressions when the implementation changes; do not claim unrun checks. Keep derived joints transient and reconstructible rather than serializing duplicate mesh buffers. Update this HTML and linked production status with actual evidence, unresolved limits and the owner's decision. Only the owner starts/tests PIE; gameplay, cook and performance validation remain separate from usable visual acceptance.

Delivery and quality acceptance

GateRequired evidenceFailure action
Source and reproducibilitySource identity/location/hash; editable source or render recipe; map roles/convention; parameters and exports.Record the missing dependency; do not claim a reproducible production material.
Appearance on the actual kitReal UE captures show approved color, surface response, scale/orientation and relief across all applicable faces and joins; no cracks, overlap, unintended displacement or mismatched edge surfaces.Revise the source, geometry, UV or slot bindings responsible; settings-only success is insufficient.
Reusable integrationSaved MI readbacks; resource-eligible Appearance Set, previews and per-slot/render bindings; relevant Building/ManualHouse/PCG checks with each verified scope stated.Keep the variant provisional and list the incomplete integration.
Durable deliverySave/disk reload preserves the intended material and geometry without changing unrelated records; relevant regression results and evidence paths recorded.Fix save/reconstruction before declaring delivery complete.
Owner visual acceptanceOwner explicitly accepts the actual result for the named target. Current usable baseline: only the two appearances listed above.Keep other candidates in review/revision; availability in a menu is not acceptance.
Runtime release acceptanceSeparately recorded owner PIE/rejoin results and packaged cook/performance checks for the intended scene.Leave those checks pending; never infer them from screenshots, Nanite enablement or non-PIE automation.

Required handoff: identify the VariantId, affected piece sizes, MI/texture/render/source paths, explicit slot roles, scale/relief settings, actual UE review images, Save/reload and relevant validation results, owner visual decision and remaining TBDs. The existing library is retained for compatibility and reference, but its former audited/imported status is superseded as a quality assessment by this owner decision. No bulk asset rework or runtime menu restriction is performed by this documentation update.

Lambeer Material Instance contract — retained technical rules

Current delivery policy: apply these input/location rules as part of the ModularKit material quality workflow. Compliance with this subsection alone does not establish a usable appearance. The 2026-10-10 owner decision supersedes earlier quality assumptions; the two named baselines are the only currently accepted ModularKit appearances.

Owner-approved authoring rules: create every Material Instance directly from /Game/SenseiMaterials/Materials/M_BlendMaster_Nanite. Environment MIs belong under /Game/Lambeer/World/Environment/Materials, including established subfolders. Object MIs belong in each object's own folder alongside its SM, SKM, T and other assets; /Game/Lambeer/Items is an example object root.

Required switches: always enable Use Specular and Use AO. For layer A, enable the left override checkbox and the right boolean value for both Use Specular? A and Use AO? A. With a supplied ORM texture, enable Use Mask? A and bind MaskORM A to use the packed texture path instead of separate surface-map inputs. With separate maps, explicitly disable Use Mask? A and bind the supplied Ambient Occlusion A and Roughness A inputs. BaseColor and Normal bind to Albedo Color A and Normal A in either mode. Verify actual master channel routing before packing or interpreting masks; no new channel mapping or universal Metallic setting is approved by this rule.

Scope and historical correction: these technical rules supersede the older conditional AO-enable policy below. The owner retired the companion lambeer-materials Codex skill on 2026-10-09; do not use it. The 2026-10-08 audit records that date's 27-instance configuration and physical scale, not current visual acceptance. P13 and earlier MI creation entries remain historical configuration evidence; materials other than the two current baselines require rework/review under the workflow above.

Flake Boards and Ash Veneer MIs — created 2026-10-02: /Game/Lambeer/World/Environment/Materials/Instances/MI_FlakeBoards and /Game/Lambeer/World/Environment/Materials/Instances/MI_AshVeneer were created directly from the required Sensei master and saved. Layer A binds the supplied BaseColor, Normal and Roughness from the owner's Textures/flake_boards_thejajhn_8k and Textures/ash_veneer_tfjbderc_8k folders. Flake Boards also binds its supplied AO; Ash Veneer has no AO map and inherits the master's white AO texture. Both explicitly override Specular/AO on and Mask/Metallic off. Displacement Amount A is zero following the existing provisional surface convention; supplied normal settings and inherited UV scale are retained. MCP verified parent, exact bindings, effective switches and saved package state; Slate confirmed Specular/AO override checkboxes. Mesh assignment, physical tiling and owner visual/PIE acceptance are not claimed. The switch tool dirtied the master in memory; its file was not saved and its SHA-256 remained unchanged. Readback evidence.

Wood Veneer Wall Panels MI — created 2026-10-02: /Game/Lambeer/World/Environment/Materials/Instances/MI_WoodVeneerWallPanels is saved with the required direct Sensei master parent. Four supplied 4096 × 8192 textures from RawResource/Textures/Extracted/wood_veneer_wall_panels_vlskbcz_8k were imported into the matching Environment/Materials/Textures subfolder and bound to layer A BaseColor, Normal, Roughness and AO. BaseColor uses sRGB; Normal uses Normalmap compression without green-channel flip; Roughness/AO use linear Default compression matching the inherited texture inputs. Specular/AO overrides are enabled and true; Mask/Metallic overrides are enabled and false. The master exposes no Specular texture input, so inherited Specular Strength is retained. Displacement Amount A is zero under the existing provisional convention; UV controls remain inherited. MCP parent/binding/value/save readbacks and Slate switch override checks passed. Physical tiling, mesh assignment, owner visual acceptance and PIE remain unverified. The switch tool marked the master dirty in memory; it was not saved and its on-disk SHA-256 remained unchanged from the task baseline. Readback evidence.

Smooth Plaster off-white interior material — 2026-10-10

Current assignment and acceptance supersede the creation-only snapshot below: the owner has since configured SmoothPlasterPartition with this MI on all four slots and assigned it to DarkBrownClapboard slot 3. Both appearances are now the owner-confirmed usable visual baselines. See the current quality baseline and binding evidence. The remaining paragraphs record the initial material creation operation; their then-pending assignment does not describe current use. Physical source scale remains unverified; PIE/cook/performance are separate.

Owner-authorized reusable material: the downloaded Adobe Smooth Plaster source (smooth_plaster.sbsar, graph pkg://smooth_plaster) is distinct from the earlier Smooth Rubbed Plaster search candidate. /Game/Lambeer/World/Environment/Materials/Instances/MI_Wall_SmoothPlaster_OffWhite is created directly from the required Sensei Nanite master for owner assignment to the inside/back of exterior walls and interior partitions. Existing appearance bindings and the placed GeneralHouse layout are preserved; this material alone does not introduce a selectable Building/PCG appearance.

Source and texture authoring: the procedural SBSAR is retained outside the repository at C:/Users/geerc/Documents/Adobe/Adobe Substance 3D Painter/assets/materials/smooth_plaster.sbsar. The source hash, current source manifest and five rendered PNG maps remain under RawResource/Textures/Authored/AdobeSmoothPlaster_OffWhite_20261010. The authored source color is (0.94, 0.925, 0.89), color weight 1; default Roughness 0.7, Normal Intensity 0.5 and other surface details are retained. Seed 0 produces five 2048 × 2048 PNG maps. Painter confirms Normal Format 0 means DirectX. The original review project's temporary inspection layer was removed and its prior layers restored; a verified recovery copy is under D:/Substance/Backups/Lambeer/Before_SmoothPlaster_20261010.spp.

[OWNER-APPROVED SOURCE STORAGE — 2026-10-10] The redundant 273,308,977-byte project SBSAR was removed after its SHA-256 matched the retained external original and source manifest. Its exact project path is ignored by Git; the render script reads the external original directly without recreating the project copy. The current UE material uses the imported texture assets and does not require this SBSAR for runtime or packaging. The historical render evidence records the source copy that existed when the maps were authored; the current source manifest records external storage.

UE configuration: imported maps are under /Game/Lambeer/World/Environment/Materials/Textures/AdobeSmoothPlaster_OffWhite. BaseColor is sRGB; Normal uses Normalmap compression with no green flip; Roughness/AO/Height are linear Default textures compatible with the master inputs. All have a 2K maximum and repeat addressing. Layer A binds the separate BaseColor, Normal, Roughness and AO maps, explicitly overrides Specular/AO on and Mask/Metallic off. Height is retained for provenance but physical displacement amounts A/B/C are zero, and Tessellation is explicitly overridden off. Additional layers/puddles are off.

Scale and assignment scope: UV0 mode retains the shared metre contract with Size 1 and Tiling (1,1), provisionally one repeat per metre. Physical source area is TBD/unverified; this is not an inferred scan dimension and should be reviewed on the selected wall. For exterior clapboard walls, assign the new MI to SlotMaterials[3] / Wall_Interior on the chosen Appearance. A partition appearance uses flat wall geometry and may bind it to both broad faces (slots 0 and 3); its cut ends/caps (slots 1 and 2) remain an explicit appearance choice. No automatic replacement of brown-wood partitions or other existing appearances is included in this material creation.

Verification: native Unreal MCP checks cover the direct parent, five exact texture inputs, color-space/compression/2K settings, effective switches, scalar/vector values, Tessellation override and scoped Save/clean readbacks. The original master file and owner map/Appearance Set remain byte-identical. Configuration evidence · Actual UE material preview. Owner visual acceptance, final physical scale and target assignments remain pending; no agent PIE test is claimed.

Historical environment material audit and retained metre UV contract — 2026-10-08

[QUALITY STATUS SUPERSEDED — OWNER DECISION 2026-10-10] The audit below verified configuration and UV migration. It did not establish usable material quality on every ModularKit target. Only SmoothPlasterPartition and DarkBrownClapboard currently meet the owner's usable baseline; follow the current quality workflow to rework/review other materials. Retain the completed metre UV migration and documented physical/projection constraints. The table describes the 2026-10-08 settings snapshot, not an accepted material catalogue.

[OWNER AUTHORIZED; SAVED AND READ BACK] All 27 Material Instances under /Game/Lambeer/World/Environment/Materials/Instances were audited and adjusted. All keep the required direct Sensei Nanite parent. AO and Specular overrides are explicitly enabled and true; the separate-map Mask switch is explicitly overridden false. Supplied texture bindings, light/dark and grey tints, original normal direction and the existing 2K caps remain intact. Ash Roughness and Flake Boards Roughness/AO now use linear sampling; their Default compression matches the master's LinearColor inputs. Nine nonzero displacement amounts using constant grey Height were set to zero. Roof Tiles retains its existing supplied height map, rotation and relief settings.

Shared UV density: the owner approved normalizing the 41 original current ModularKit meshes from an 8 m repeat to 1 UV unit per metre, matching the PCG and newer modules. Their 41 individual Blender sources, current Sectional catalog and FBXs are saved with UV0_Tile1m; the same 41 existing Unreal packages were reimported and saved. Source geometry, transforms/pivots, collision, material slots and other authored UV channels were preserved. Unreal vertex positions, render vertex/triangle counts, Nanite/build/lightmap settings, collision data and bindings were verified against the baseline. Generated lightmap UV1 remains separate. FBX reverses V, so the verified imported UV transform is (8U, 8V − 7); maximum source UV error is below 0.000001. Existing projected slopes retain their original mapping distortion. Historical House01/Architecture sources outside these 41 packages were not migrated.

2026-10-08 derived wall snapshot: after mesh reimport, the 12 existing procedural L-junction surfaces in GeneralHouse were rebuilt from the normalized Wall sources and the level was saved. The latest 914 authored piece records, stable IDs, transforms, materials, geometry/collision and three ISM batches were preserved; imported-wall CPU access remains enabled. This supersedes the older 846-piece task snapshot. Derived UV and layout readback.

Physical scale: UV-mode tiling uses the reciprocal of the source scan width/height with Size A = 1. Image pixel aspect alone does not set physical dimensions or grain direction. The table records the current source identity rather than inferring it from an MI's name. UV values on Triplanar rows are the UV-branch fallback; XYZ/Size control their active world projection.

Material InstanceSource / scan areaProjectionSaved scale
MI_AshVeneertfjbderc; 2 × 4 mUV0Size 1; UV (0.5, 0.25)
MI_Build_FloorWood_Darkwdipfjw; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_Build_FloorWood_Lightwdipfjw; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_Build_Wood_Darkvigjfivg; 1 × 1 mUV0Size 1; UV (1, 1)
MI_Build_Wood_Lightvigjfivg; 1 × 1 mUV0Size 1; UV (1, 1)
MI_FlakeBoardsthejajhn; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_BrickWallWornsexkaitb; 2 × 1 mTriplanarSize 1; UV (0.5, 1); XYZ (0.5, 0.5, 1)
MI_KPT_ConcreteSurfacesbqk0ip0; 0.39 × 0.39 mUV0Size 1; UV (2.5641, 2.5641)
MI_KPT_ConcreteWallvhjldck; 1 × 0.5 mTriplanarSize 1; UV (1, 2); XYZ (1, 1, 2), Extra Size on
MI_KPT_CorrugatedMetalSheetteendf3q; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_CrackedWallPlasterti2ifacfw; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_DamagedConcreteWallvdcnfcd; 1 × 1 mUV0Size 1; UV (1, 1)
MI_KPT_DirtyMetalrmmodbdp; 1 × 1 mUV0Size 1; UV (1, 1)
MI_KPT_FlakedPaintWallve4ldiig; 2 × 2 mTriplanarSize 0.5; UV (0.5, 0.5)
MI_KPT_FlakedRedRoofTilestfqnfggs; 4 × 2 mUV0Size 1; UV (0.25, 0.5)
MI_KPT_GarageDoortmnobhhya; 2 × 2 mUV0UV0 retained (1, 1); target requires fitted UVs
MI_KPT_OldPlywoodvigjfivg; 1 × 1 mUV0Size 1; UV (1, 1)
MI_KPT_RedRoofTilesuekndggo; 1 × 1 mUV0Size 1; UV (1, 1)
MI_KPT_RoofTilesuekoaezo; 1 × 1 mTriplanarSize 1; UV (1, 1)
MI_KPT_RustyMetalSheetvccochnew; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_RustyPaintedMetalSheettj2xahsbw; 1 × 1 mUV0Size 1; UV (1, 1)
MI_KPT_ScratchedPaintedMetalsbymccip; 1 × 1 mUV0Size 1; UV (1, 1)
MI_KPT_ShinyWornShowerTilestbskcjdr; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_WhiteCeramicTilesuhrjcdaew; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_WoodenFloorwdipfjw; 2 × 2 mUV0Size 1; UV (0.5, 0.5)
MI_KPT_WornPavementuddhdb1fw; 1 × 1 mUV0Size 1; UV (1, 1)
MI_WoodVeneerWallPanelsvlskbcz; 0.5 × 1 mUV0Size 1; UV (2, 1)

Projection and source limits: Brick XYZ (0.5, 0.5, 1) and Concrete Wall XYZ (1, 1, 2) match their rectangular scans on axis-aligned vertical walls. One XYZ vector cannot preserve that same rectangular aspect on every horizontal, diagonal or blended projection; those surfaces require an explicit projection choice in a later visual review. Garage Door is a non-tileable full-surface image: its UV0 projection remains at (1, 1), and a target-specific fitted UV layout is required; no target mesh binding or fitted layout was created. Gloss is an alternative to supplied Roughness, Cavity is not substituted for AO, and the master exposes a scalar Specular input rather than a Specular texture slot. Extra Bump/Displacement maps were not enabled without physical amplitude calibration. These map omissions alone do not prove that a material is incorrectly configured.

Validation and acceptance: 27 MI parent/binding/switch-override/scale checks, 91 texture setting readbacks and 41 mesh preservation checks pass; all edited packages are clean after scoped Save. No material shader/sampler error was found after configuration. The switch tool marks the shared master dirty in memory; it was not saved, and its disk SHA-256 is unchanged. Owner visual and PIE acceptance remain pending. Review vertical Brick/Concrete, Ash and Wall Panels grain, square-scan materials on floors, roof slopes and the fitted Garage Door target before visual acceptance. Validation · MI readback · 41 reimports · PCG contract.

P13 Sensei material instances — 2026-09-23

20 provisional MaterialInstanceConstant presets created and saved; metallic-policy choice resolved. Owner explicitly selected /Game/SenseiMaterials/Materials/M_BlendMaster_Nanite as parent, approved using original normals without Flip Green provisionally, and requested separate grey presets for Dirty Metal and Scratched Painted Metal. New assets are under /Game/Lambeer/World/Environment/Materials/KitProofTown/Instances/MI_KPT_<SurfaceName>_<SourceId>. Exact paths, parameters and review notes are in P13_Material_Instance_Manifest.json.

Configuration: each preset uses only layer A. BaseColor maps to Albedo Color A, Roughness to Roughness A, supplied normals to Normal A, and AO to Ambient Occlusion A with Use AO? A enabled only when supplied. Corrugated Metal uses its delivered Metalness with Use Metallic? A enabled. Packed-mask, second/third-layer and puddle switches remain off. Displacement Amount A is explicitly zero; no height scale or blend mask is inferred. Parent UV controls remain at their inspected defaults (Size A = 1, Tiling A = 1/1); this does not claim real-world texel scale on a mesh.

Grey presets: MI_KPT_DirtyMetal_rmmodbdp and MI_KPT_ScratchedPaintedMetal_sbymccip retain supplied Roughness, editable neutral linear tint 0.5 per RGB channel and no normal effect. The latest owner rule disables Metallic on these two as well, superseding the earlier uniform-metallic starter. Their constant-white Metallic overrides were removed. The grey tint is an editable starter, not a physical measurement. Project-owned Textures/Utility/T_KPT_WhiteColor supplies sRGB white for the master's Color sampler. Neither source Mask is treated as ORM or Metallic.

Owner decision — 2026-09-23: create the remaining Rusty Metal Sheet vccochnew, Rusty Painted Metal Sheet tj2xahsbw, and Garage Door tmnobhhya presets, and disable Metallic wherever no Metallic map exists. All 19 map-less presets now have Use Metallic? A = false; only Corrugated Metal Sheet enables its supplied Metalness. No metallic mask is inferred from albedo. Garage Door still requires fitted UVs because it is non-tileable.

Verification: exact parent and authored parameter readbacks pass; all 20 instance packages are saved. The initial 17 previews and the three added surfaces plus revised grey presets were visually inspected after refresh. Grey Color sampler compatibility was corrected with the sRGB utility; Corrugated Metal's initial fallback thumbnail resolved after opening its asset editor and refreshing. No PIE, Architecture mesh assignment, final tiling, normal-direction approval or Nanite performance acceptance is claimed.

Parent file protection: the first pass preserved Master SHA-256 afd6feabbe0510523f3cd5dc5e6bc6fe43d01d4b09b87a927fe4ffd66951d882; the completed Material Instance handoff then recorded 28e15ce770de781071051c6cf2e4b709ffdb2d84bcffbdc5d6f0a4b0a1079cb9. Before the Architecture import operation the on-disk file already differed again and the Editor package was clean. The inspected current baseline 54914402a1c1a751452ea049a0afd6127f00fbc79f2173cc4d168b2b408d1ff8 stayed byte-identical and clean throughout import. Cause is not asserted. No Master graph edit, parameter write or Master save was performed.

Concept acceptance criteria

  • WORLD-C01 — The concept contains exactly one large city, two medium cities, four selectable small starter towns, and one island.
  • WORLD-C02 — Central City lies between the mainland medium city and the island progression route and includes suburbs, Lamla, a large military zone, and multiple malls.
  • WORLD-C03 — The island occupies 20% of the current planning baseline and contains the resort city, regional airport, port, prison, community areas, and military zone.
  • WORLD-C04 — Two independently routed highway bridges connect different mainland approaches to different island landing areas; bridge construction is prohibited.
  • WORLD-C05 — Every authored building and every authored floor is enterable; no building exceeds ten accessible above-ground floors. Underground floors follow TBD-WORLD-007.
  • WORLD-C06 — All seven environment types are represented and connected through a readable road/terrain hierarchy.
  • WORLD-C07 — Each medium city contains one regional airport; trains remain static exploration content.
  • WORLD-C08 — Lamla owns the sole Central City research institute, and its special laboratory is key-gated and identified as the outbreak-origin location.
  • WORLD-C09 — Ordinary authored houses support piece-level structural damage and durable destruction state; POI and progression-locked structural geometry remains non-destructible. Ordinary doors and windows may be broken without bypassing special progression locks.
  • WORLD-C10 — A measured blockout report resolves or revises the 100 km² baseline before landscape production is locked.
  • WORLD-C11 — Subway, sewer/service, bunker, and underground-parking spaces are represented as enterable concept layers without implying a player-operable rail system.
  • WORLD-C12 — P13 uses the fictional Kit Proof Town brief in proof-area, not a named final settlement and not the complete seven-settlement map.

Open decisions

  • TBD-WORLD-001 — Retain or revise the 100 km² total after blockout measures settlement density, travel time, wilderness separation, and streaming/server cost. Owner confirmed 2026-09-15 that the baseline stays unlocked and that P13 proceeds at kit-town scale. Owner reconfirmed 2026-09-22 that this TBD stays open.

Resolved decisions

  • TBD-WORLD-002 Resolved — [CONFIRMED — owner decision 2026-09-13] Prove the core loop in a limited area first, then expand to the complete seven-settlement/island world. The final world concept is unchanged. See P13 streaming/proof area, P20 core-loop acceptance and P24–P26 full-world production.
  • TBD-WORLD-003 Resolved — [CONFIRMED — owner decision 2026-09-15] Authored-volume no-build policy: hard POI/road/bridge volumes, spawn-perimeter-only protection for starter towns, ordinary lots remain buildable. Exact buffer meters are authored per volume. Canonical detail is in Building, access & destruction rules.
  • TBD-WORLD-004 Resolved — [CONFIRMED — owner decision 2026-09-15] No authored travel-time targets. The owner will tune travel feel later. Canonical statement: Roads, bridges, rail & island access.
  • TBD-WORLD-005 Resolved — [CONFIRMED — owner decision 2026-09-15] Lambeer keeps Project Zomboid’s connected-region, settlement-scale, fully enterable, location-loot, environmental-storytelling, and no-loading-transition principles. It must not copy: Knox Country names or layouts (Muldraugh, Riverside, West Point, Louisville, and related towns); tile-scale rooms that do not support third-person combat; starter towns that feel safe; predominantly 1–2 storey height as the map identity; forage/search-mode loot in place of container loot; helicopter events as map pacing; or Kentucky-Americana POI branding. Lambeer’s presentation remains a photoreal original peninsula.
  • TBD-WORLD-006 Resolved — [CONFIRMED — owner decision 2026-09-15] The Lamla laboratory key is a findable inventory item. It is consumed on successful use. It is not unique; multiple copies may exist. There is no unique-holder recovery flow. Unused copies follow ordinary item persistence and death-bag rules. Exact container/POI loot assignment stays in the runtime loot source. Ordinary door/window destruction still cannot bypass the laboratory lock.
  • TBD-WORLD-007 Resolved — [CONFIRMED — owner decision 2026-09-15] The ten-floor cap counts accessible above-ground floors only. Underground levels do not consume that cap and use these family limits: houses/shops max 1 basement; malls/hospitals/civic buildings max 2 (parking and service); military and Lamla bunkers max 3; Central City subway is enterable stations plus authored tunnel connectors, not a second open world; small sheds have no underground. P13 proves vertical streaming with a 3–4 storey building plus one basement, not a ten-floor tower.

Map UI contract — [CONFIRMED]

FEAT-HUD-UI defines a compass tape, minimap, and full-screen world map. The full map is visible from the start without fog and individually toggles squad pings, landmarks, death markers, and boss markers. A death marker disappears when its loot bag despawns or is emptied.

Procedural house authoring preview

2026-10-01: the owner requested an editable PCG house using the reusable ModularKit. The saved preview map is /Game/Lambeer/World/Maps/L_PCG_BuildingPreview/L_PCG_BuildingPreview. Configuration, asset paths, geometry rules and validation live in PCG modular house authoring. This preview does not change the production town layout or complete authored-house destruction/persistence.