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Overview
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1 Reference
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2 Tips & FAQ
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Step by Step
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Customize
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Change list

Kitchen Builder Step By Step

Step by Step tutorial to create a kitchen with the Modular Kitchen Builder

This is a bit out of date

Content:

Place Blueprint Actor

Array Elements.

Setting Materials and Handles

Adding the Sink

Adding Dishwasher

Adding Oven, Cooktop and Rangehood

Tall Cabinet

Fridge

A bit of Polish

L-Shaped Kitchen

End Module

L-Shaped Island Extension

Adding Additional Meshes

Place Blueprint Actor

In the Content Browser look for the blueprint actor BP_KitchenBuilder in the directory Content / ModularKitchen / Blueprints and drag it into the level.

Best to have Grid Snapping on and set to 1. Turn on rotation snapping as well and move it into place.

Flush to the back wall and 2cm away from the side wall, if there is one.

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Let's set the default top and base cabinets before we start adding more modules.
> Modules
Top Module Glass Door(s)
Base Module Drawer and Door(s)

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Array Elements.

Modules are added through an array. Unreal has a powerful clipboard feature that lets you copy and paste data between array elements. You can copy the entire array of modules to another blueprint or copy the entire kitchen into another project even between engine versions as long as all the assets are present in both projects. This might be the only way to copy elements from Unreal 5 back into Unreal 4.

Add 4 more array elements then copy the first array element [0] to the other array elements using the right mouse click menu.

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Setting Materials and Handles

You can set materials or handles at any time. So let's do it now. First we set the cabinet style. Shaker will use framed fronts for all doors and drawers
> Kitchen Defaults
Cabinet Front Style Shaker

Next we set the materials for the kitchen.

> Materials
Material Wall Box/Front
Material Base Box
Mi_MK_SemiGlass_MidGrey
Material Base Fronts Mi_MK_Wood_Veneer01_90
Material Splashback
Material Bench
Mi_MK_QuartzMystique

Finally we enable handles by ticking the box. This will use the default handles which are fine for now.

> Handles
Use Handles [ticked]

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Adding the Sink

We want a sink at module [1]. This is a standard appliances. Expand the array [1] and at the bottom of the array expand Standard Appliances. Choose a mixer / faucet as well.
> Standard Appliances
Sink Sink Double Dark
Mixer / Faucet Mixer Prescara Black

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Adding Dishwasher

A dishwasher will be right next to the sink. It's also a Standard Appliance. First we need to make room for the dishwasher by removing the base cabinet.
> Index [2]
Base Cabinet None

Then we can select a dishwasher from the Washing list

> Standard Appliances
Washing Dishwasher MI_G_7423

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Adding Oven, Cooktop and Rangehood

The next module will hold the oven, cooktop, and rangehood. Let's add those first.

The oven is a build in appliance. Only some ovens or microwaves are Build In Appliances which come with a special cabinet. Sizes are standardized and most appliance maker stick to them. Choose an oven suitable for the cabinet chosen.

> Built In Appliances
Cabinet Base 60 x 60 Standard
Appliance Base Oven MI H 7860
> Standard Appliances
Cooktop Stove Induction MI CT 6322
Rangehood Rangehood MI 3466

The rangehood is placed inside the bottom of wall cabinet to be flush with the other cabinets. We can move the bottom of the cabinet up by the height of the rangehood. The cabinet has also usually not a glass door. So we set it to a standard door.

> Index [3}
Top Module Door(s)
Top Height Offset 3.5

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Tall Cabinet

Most kitchen have a tall cabinet. A tall cabinet is a standard base cabinet with a 60 cm full height top cabinet. Add two move modules by hitting the (+) icon at the top of the list of arrays.
> Index [5]
Width Module 90 (36 inch)
Top Module Full Height

Note that the module has two doors. 75 and 90 width modules have double doors.

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Fridge

The fridge is usually just an open space with small cabinets on top of it. Add another module if you haven't already. We will use a large fridge that is just a bit wider than a 90 cm module. You can adjust the width by adding a manual value for the module. It will then scale to this value. Use the closest module to keep scaling at a minimum. We also adjust the height of the cabinet to the fridge height.
> Index [6]
Width Module 90 (36 inch)
Width Desired 100
Top Module Fridge Top
Top Height Offset -10

Tip: Leave a 2cm "shadow gap" on the side of cabinets.

> Standard Appliances
Fridge GEP ZS 22
Note that 22 is the volume of the fridge and not the width (US).

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A bit of Polish

All door handles are on the right side of the cabinets. You can flip their position so some are on the left side to form pairs of handles.
> Index [1] [4]
Flip Doors [ticked]

Lets also bring the rangehood cabinet back to its original size and offset the rangehood appliance instead to sit under the cabinet.

> Index [3]
Top Height Offset 0.0
> Standard Appliances
Rangehood Height Offset -3.5

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I changed the middle wall cabinet to a different style and added a kettle and a toaster.
> Index [2]
Top Module Half Door(s)

This completes the simple kitchen.

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L-Shaped Kitchen

Lets turn this into an L-Shaped kitchen. Hold down [ALT] and move the kitchen blueprint to the side. This will create a copy of the existing kitchen blueprint.

Select the first array of the kitchen modules. Right click and choose copy from the context menu.

Empty the array (delete all arrays) by clicking on the bin icon next to the (+) icon at the top of the array list.

The use (+) to add a single module

Finally right click and choose paste from the context menu to copy the first module back.

You now should have a single module in the same style as the original kitchen you built before.

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End Module

Every blueprint can have an end module. It's either just a 2 cm overhang of the bench or it can be a 90 cm (36 inch) wide corner module.
> End Module (Corner)
Add End Module [ticked]
End Splashback Around Corner
Top End Type Corner Cabinet Straight
Base End Type Corner Cabinet

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In Architecture it might be best to stay on a grid. Unreal offers grid snap that can be enabled or disabled in the viewport. It isn't a real grid. Instead it lets you move objects in fixed increments.

Tip: CTRL+END will snap your object to the current grid. If it isn't already.
END will snap the pivot of your object to the floor.

Use grid snap to perfectly align the two kitchen blueprints to form an L-Shaped layout.

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L-Shaped Island Extension

In the next example we change the elements around the corner to an island style extension. First disable the top cabinet and the splashback. Then make a copy of that module and flip the door handle.
> Index [1]
Add Splashback [unticked]
Top Module None
Flip Doors [ticked]
Remove the splashback from the End Module.
> End Module (Corner)
End Splashback None
Top End Type None
Base End Type Corner Cabinet

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Now that we removed the top cabinet we need to add an extra module to the first built kitchen segment. Select Module [0] and use Insert to insert an additional module before the first module.

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We have to add a 90 wide top module only to fit the width of the corner module of the other kitchen segment.

The Bench is already on the corner module but we need to enable to splashback and disable the base module.

> Index [0]
Add Bench [unticked]
Width Module 90 (36 inch)
Top Module Door(s)

Because we added an extra module at the start of the array the whole kitchen has moved to the right side.

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Adding Additional Meshes

Temporarily switch the grid snap to 10. We need to move the kitchen 90 units to the left. This makes sure we are precise.

We can use other meshes to improve the kitchen blueprint. The meshes I used here are in Modular Kitchen / Meshes / Additional. Use the same materials to seamlessly integrate them.

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