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.
Editor tooling · Unreal Engine · batch library generation
Material system for an architectural visualization app in Unreal Engine, where buyers walk through the homes of a development and change the finishes in real time. That system was my responsibility: an editor tool that batch-generates each home’s material library along with its data file, plus loading and swapping those finishes during the walkthrough. The rest of the platform — importing the architectural model and distributing the app — was handled by the team.
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.
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.
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.

Built the editor tool that batch-creates each home's material instances from a base path and a prefix, along with the data file that describes them.

Implemented loading and swapping materials during the session, so users change floor, wall and furniture finishes without leaving the walkthrough.

Structured the library by floor and unit of the development, so each home exposes only the finishes that belong to it.





Training serious game · UE5 · quest system and instructor station