Angel Iram
{ Unreal Engine Developer}
Problem
The app had to offer swappable finishes in every home of the development, but materials were created and wired by hand in Unreal: hundreds of instances, and any catalog change meant redoing the work unit by unit.
Solution
I built an editor tool that generates the libraries in batches: you set the base path and the prefix for the home, and it creates the material instances along with the data file describing them. On top of that library I implemented loading and swapping finishes at runtime.
Result
The catalog stopped being maintained by hand: adding or changing finishes became a matter of regenerating the library, and every home ended up with its own material set ready for buyers to walk through and modify.





