Vigyata.AI
Is this your channel?

How To Create a Building System in Unreal Engine 5.6 Tutorial | Episode 02

2.2K views· 67 likes· 32:31· Aug 13, 2025

🛍️ Products Mentioned (11)

"Building System in Unreal Engine 5 Tutorial" Episode 02 | Unreal Engine 5.6 Welcome to the second 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 to work on our "Buildable Manager Component". We setup activating, deactivating and toggling build mode and setup the build preview mesh. In the next episode we will work on changing what buildable mesh is displayed and changing the material based on if it is a valid placement location! 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

About This Video

In Episode 02 of my UE5.6 building system series, I focus on the core “Buildable Manager Component” and get us to the point where we can trace into the world and show a build preview mesh (not actually place it yet). I start by adding a small Blueprint Function Library helper to pull all buildable row names/tags from the data table, store them once on Begin Play, and (optionally) print them out with my usual enable-debug toggle so you can verify your data is coming in correctly. From there, I implement activating, deactivating, and toggling build mode, plus initializing the preview mesh component on the character. The big idea is: create the preview Static Mesh Component once, set its mesh based on the current buildable index, and then drive its position using a looping timer “tick” (instead of Event Tick) so you have cleaner control over update rate. For the trace, I use the player’s location as the start, but the camera’s forward vector for direction—so you’re always placing in front of the player, not between the camera and the character. I also show a practical gotcha: if your trace isn’t hitting, it’s usually collision settings (like your foundation not blocking the channel). And if destroying the preview component from inside the component gives you issues, I use a simple character interface as a clean workaround. Next episode, we’ll swap buildables and change materials based on valid/invalid placement.

Frequently Asked Questions

🎬 More from Creativekit