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How To Create a Building System in Unreal Engine 5.6 Tutorial | Episode 01

8.5K views· 296 likes· 40:48· Jul 28, 2025

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"Building System in Unreal Engine 5 Tutorial" Episode 01 | Unreal Engine 5.6 Welcome to the first episode of our new tutorial series on making a Valheim-type building system using blueprints in Unreal Engine 5.6. This is an intermediate to advanced level series, but I see no reason why a beginner couldn't follow along as well. The foundations of how the engine works won't be covered, but I do my best to explain the implementation and my thought process as we go. In this episode we get started with an overview of the system's needs and parts with a short presentation to explain my initial thoughts on conceptualizing a system like this. We then import all our assets and layout the primary data structures we will use to define the different buildables. Finally, we create our parent and child blueprints and get everything ready to go for episode 2 when we will dive into our "Buildable Manager Component" Building System Playlist: http://bit.ly/4l5NJXs Presentation: https://shorturl.at/uiWgU Assets Used Building Meshes: https://shorturl.at/Gb8nS Icons: https://kenney.nl/assets/survival-kit Other Playlists inventory Tutorial Series: https://shorturl.at/NtrMe Ability System Tutorial Series: http://bit.ly/40HzYXD Damage System: http://bit.ly/41d3aWx Community Links Discord: https://discord.gg/kcCcCYa4Cg Patreon: https://www.patreon.com/c/yourcreativekit Become a YT Member: https://shorturl.at/rzkfr CashApp: https://cash.app/$yourcreativekit Business inquiries for the channel or to hire me personally email me at creativekitcontent@gmail.com

About This Video

In Episode 01 of this UE5.6 building system series, I’m setting up the boring-but-necessary foundation for a scalable, modular “Valheim-type” building system that you can reuse across projects. Before we touch the fun stuff, I walk through what the system needs to support: a preview mesh with different materials, rotation and location offsets, snapping (toggleable), a grid (toggleable), a deconstruction mode, and build cost checks on the character. Later in the series we’ll even tackle building integrity so structures can fall if they’re not supported properly—and I also plan to switch placed actors over to instanced static meshes for performance. In this video I jump into a clean Third Person Template in Unreal Engine 5.6, import free assets (meshes + UI icons), and start formalizing the data layer. I create gameplay tags for buildables (foundation, wall variants, doors, windows), add custom trace channels for placement logic, and build a data structure + data table that defines each buildable (tag, mesh, trace channel, cost, attributes map, and optional custom data via an instance struct). Then I set up a parent BP_Buildable_Base and a set of child blueprints for wood/stone/metal variants, wire them to pull their mesh from the data table, and add a simple BPI_Buildable interface so everything can be treated consistently later. Episode 2 is where we actually start moving with the Buildable Manager Component.

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