A procedural brick wall generator created in Unreal Engine.
This Construction Script generates a realistic brick wall using nested for-loops to instantiate static mesh components with dynamic positioning and rotation. The even/odd check creates the offset brick pattern, while random rotation ranges (-1.3 to 1.3 degrees) prevent visual uniformity. The conditional branching adds subtle horizontal offsets (25 units on odd rows, 0 on even) to achieve a stagger.
This material graph uses PerInstanceRandom nodes to drive unique color, normal, and roughness values for each brick instance, preventing repetitive tiling patterns. By multiplying random values with Lerp operations between texture samples, the shader creates subtle per-brick variation in albedo and surface properties. This approach delivers visual diversity across hundreds of instances without additional draw calls or texture memory overhead.
In this project, I deepened my understanding of procedural generation techniques within Unreal Engine, particularly using Blueprints for dynamic mesh instantiation and material variation. I learned how to effectively use PerInstanceRandom nodes to create unique visual properties for each instance, adding realism through randomization without sacrificing performance.
This project helped me understand dynamic mesh placement and procedural content creation, which are key skills for a technical artist.