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5 More BP Actors

Modular Kitchen Builder

Documentation for Modular Kitchen Builder.

Supports Lumen, Ray-tracing, or standard Unreal lighting.

Works in Unreal 4.25 or later or in Unreal 5.

Available on the marketplace.

Content:

Example Video

Blueprint Actor

Kitchen Defaults

Modules

Modules > Appliances

Corner Modules for L or U shaped layouts

Materials

Handles

Folder Structure

Custom Materials

Example Video

This will work in whatever lighting you have set up in your project. I don't want to confuse you :)

This product supports Lumen in Unreal 5.0 and later by default. Lumen needs to be enabled for the Overview and Showroom maps to work proper.

The Unreal 4 version uses ray-tracing technology. You need a ray- tracing capable video card for the Overview and Showroom maps to be displayed proper. Otherwise the lighting will default to non ray- traced lighting.

Lumen Documentation

Blueprint Actor

Place the BP_KitchenBuilder in your level. Open the details panel and expand Modules. Add at least one module to be able to rotate the actor and put it in the starting position. The origin is located on the left side of the kitchen cabinets at the back wall.

Black numbers identify the ID of the modules. They only appear in the editor and not at run-time, or in game mode. Press [G] to toggle game mode.

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Kitchen Defaults

> Kitchen Defaults
Cabinet Front Style There are currently two types to choose from:
- Standard (A) is flat
- Shaker (S) has a frame around all fronts
Convert Width To Inch when ticked all modules are slightly scaled to the width shown in brackets.
Running Width For your information only.
Total Height Adjust the total height of the kitchen. This will push down the wall cabinets.
Base Kickboard Height The height of the kickboard below the base cabinets
Base Box Height The height of the base cabinet box
Bench Thickness as it says 
Wall Box Height The height of the wall cabinet box hanging over the bench
Scale Appliances If ticked this will scale the height of built in appliances to fit into scaled cabinets. It also scales the sink to inches   
> advanced display
Bench Depth Scales the depth of the bench. Doesn't work for L or U shaped kitchen
Base Box Depth Scales the depth of the base cabinet box. Doesn't work for L or U shaped kitchen
Wall Box Depth Scales the depth of the wall cabinet box. Doesn't work for L or U shaped kitchen 

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Modules

Add an array element for each kitchen module. You can delete, copy, insert or move array elements in Unreal Engine by default. Check the documentation. You can also use the windows clipboard to copy array elements or the entire array between projects or even send them as text to other people.
> Modules
> Modules Add an array element for each module by clicking on the (+) icon
>Index [0] The first module. You can drag-move IDs with your mouse to swap cabinet positions or copy/paste an array element.    
Add bench Adds a bench module.  
Add Splashback Adds a splashback module
Width Module Choose the module width. Tick 'Scale to inches' in the kitchen defaults to use inches  
Width Desired The module will be scaled to this value if it is set to a value other than 0.0  
Top Module Select a module from the list 
Top Height Offset  This will offset the lower edge of the module. Use it to fine tune the module above a fridge or rangehood
Base Module Select a module from the list
Flip Doors Will flip the door handle to the other side
>Built in Appliances Add Appliances built into cabinets here. Mostly ovens and microwaves
>Standard Appliances Any other Appliance can be added here. (Sinks, Cooktops, Dishwasher, Fridge, ...)

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Modules > Appliances

Build in appliances have a cabinet attached to them most of the times. The standard cabinet will be hidden once you choose a cabinet here. Benches and Splashback will also be hidden when a full height top cabinet is choosen.
Built in Appliances Appliances that are built into cabinets. Add the cabinet and the appliance here. Make sure the module width is set to either 60 or 90 cm depending on the cabinet selected
Cabinet Top Choose from the list.
Appliances Top Choose an appliance from the list.
Cabinet Base Choose from the list.
Appliances Base Choose an appliance from the list.
>Standard Appliances All other appliances that are not built in can be added here
Fridge Add a fridge from the list
Flip Fridge Door Will mirror the fridge mesh. Doesn't look good for every fridge
Cooktop Choose a cooktop from the list
Oven/Range Choose a range or oven from the list. Most ranges are inch size
Rangehood Choose a range hood from the list. Use 'Top Height Offset' to addjust the lower edge of the cabinet if necessary
Align Cabinet to Hood This will pull out the cabinet so the fron lines up with the rangehood's front
Rangehood Height Offset Moves the rangehood up or down if desired
Washing Add a dishwasher from the list
Sink Add a sink from the list. The appropriate bench will be choosen automaticly. Only works for 60 or 75 module width
Flip Sink Mirrors the sink
 Hide Sink  This allows you to hide the sink so you can place a custom sink into the opening. Choose the sink that is closest to your sink. Alternatively you could hide the bench and place your own bench module instead.        
Mixer/Faucet Add a mixer or faucet for the sink
Mixer Offset By default the mixer will be placed central. You can offset it here if necessary

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Corner Modules for L or U shaped layouts

> End Module (Corner)
Add End Module Weather to use the selected end module on the right side of the kitchen blueprint
Add Bench Adds a 90x90 corner bench module
End Splashback choose from the list
- Back only: splashback on the back of the module only
- Around Corner: splashback at the back and left of the kitchen module
Top End Type choose the top wall cabinet
- Standard Cabinet: choose a 90 standard cabinet from the list below
- Corner Cabinet Straight
- Corner Cabinet Open
- Corner Cabinet Glass Doors
Standard Top Type select the standard 90 width module from the list. You need to use Standard Cabinet as the Top End Type
Base End Type Choose from the list
- 2cm Shadow Gap: adds a 2cm overhanging bench module
- Corner Cabinet: will add a 90 cm corner cabinet
Add Start Module Weather to use the selected start module on the left side of the kitchen blueprint
Add Start Bench Tick to add a 2cm bench overhang at the left of the first kitchen module
Start Splashback choose from the list
- Back only: splashback on the back of the module only
- Around Corner: splashback at the back and left of the kitchen module

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Materials

> Materials
Material Wall Box Choose a material for the body or box of the top cabinets
Material Wall Front Choose a material for the front of the top wall cabinets
Material Base Box Choose a material for the body or box of the base cabinets
Material Base Front Choose a material for the front of the base cabinets
Full Height Use Base material All frons of 60 cm deep cabinets will use the Material Front Base. Otherwise wall or tall cabinets will use the Material Front Top
Material Bencch Choose a material for the Bench. This must be a world tiling material.
Material Splashback Choose a material for the Splashback. Thsi must be a world tiling material
Material Kickboard Choose a material for the kick board below the base cabinet.

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Handles

> Handles
Add Handles Weather to use handles at all.
Door Handle Mesh Choose a mesh for the handles
Material Door Handles Add replacement handle materials here. Any material will work. Add an array element per material ID
Side Offset Doors This offsets the handle from the side of the doors (horizontal)
Vertical Offset Doors This offsets the handle center from the top of the doors (vertical)
Depth Offset Doors Will offset the handle from the or into the door if needed.
Drawer Handle Mesh Choose a mesh for the handles. Click at the browse icon to see the available options. You can add your own handle but it needs to be aligned the same way as all other handles in your modelling software
Material Drawer Handles Add replacement handle materials here. Any material will work. Add an array element per material ID
Vertical Offset Drawers This offsets the handle from the top of the drawers (vertical). Default is the middle of a standard drawer
Depth Offset Drawers For Shaker (S) style drawers. To avoid the handle floating in front of the drawer.

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Handle meshes live in the directory shown in the image. You can choose any handle here and adjust their position in the handles section of the bluerpint.

If you want to use your own handle you will need to place them vertically in your modelling software as if they would be placed central on the 0,0,0 origin of the viewport. Export one of the handles if you are unsure and align your handle the same way.

How to model your handle

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Folder Structure

The blueprint actor BP_KitchenBuilder is in the Blueprint folder

More materials can be found in the Color, Stone, and Wood folders

Appliances can be selected from the BP_KitchenBuilder. They live in the Meshes/Appliances folder. There are additional materials available for some appliances. They can be applied manually directly to the mesh in the mesh properties.

All cabinets, and benches live in the Modules folder if you wanted to use them individually.

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Custom Materials

Wood

You can make a copy of one of the existing wood materials and replace the diffuse and normal maps to create your own wood material.

Set the Flatten Normal value to 1.0 if you do not have a normal map.

The red channel of the diffuse is used for roughness. You can adjust the value with Roughness Adjust. Negative values are possible.

UV random shift is supposed to shift the UVs for individual cabinets but it isn't working at the moment.

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Splash and Bench Material

These are world tiling materials. You can make a copy of one of one of the existing materials and replace the diffuse and normal maps.

Set the Flatten Normal value to 1.0 if you do not have a normal map.

UV-Scale works different than with standard materials. Larger values will increase the tile size.

Detail-UV-Scale adds some imperfection to the material. Other than the name suggest it is actually larger than the standard UVs

Roughness uses the selected channel and interpolates it between the Roughness-Min and Max value.

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Colors

Make a copy or instance of the M_Glossy_Black material, rename it and change the color in its properties to create a different cabinet color material.

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