HKH Pillars Generator Plugin Documentation
The HKH Pillars Generator is a professional procedural pillar generation plugin for Unreal Engine 5. This powerful editor tool enables artists and designers to create customizable architectural pillars with real-time preview, material baking, and export capabilities.

Features
🎯 Core Generation
- Procedural Pillar Creation: Generate pillars with customizable parameters in real-time
- Multiple Architectural Styles: Support for Doric, Ionic, Corinthian, Tuscan, Romanesque, Gothic, Baroque, Modern, and Cyberpunk styles
- Real-time 3D Preview: Interactive viewport with immediate visual feedback
- Non-destructive Workflow: Preserve original parameters while iterating
🏗️ Structural Controls
- Generator Settings: Ring count, surface map resolution, and domain controls
- Damage & Weathering: Age, moss accumulation, crack intensity, and surface erosion
- Visual Styles: Blockie, Stylised, and Realistic rendering domains
- Material System: Automatic material assignment based on architectural style
🎨 Material & Texturing
- Surface Baking: Automated curvature, AO, and normal map generation
- Texture Graph Processing: Smart material assignment using texture graphs
- Material Instancing: Dynamic material creation with parameter control
- Export-ready Materials: Fully configured materials for game-ready assets
⚙️ Technical Features
- Dynamic Mesh Components: Real-time mesh updates and regeneration
- Collision Generation: Automatic UCX physics mesh creation
- Asset Export: Export to static mesh with proper LODs
- Preset System: Save and load pillar configurations
Installation
Requirements
- Unreal Engine 5.0 or newer
- Windows 10/11 (64-bit)
- 8GB RAM minimum, 16GB recommended
- DirectX 11/12 compatible GPU
Installation Steps
-
Download the Plugin
- Obtain the plugin from the FAB Marketplace or internal distribution
-
Plugin Installation
- Navigate to your project's
Pluginsfolder - Create
HKHPillarGENdirectory if it doesn't exist - Extract plugin files to
YourProject/Plugins/HKHPillarGEN/
- Navigate to your project's
-
Enable the Plugin
- Open your Unreal Engine project
- Go to
Edit → Plugins - Search for "HKH Pillars Generator"
- Check the "Enabled" checkbox
- Restart the editor when prompted
-
Verify Installation
- After restart, check the main menu for "HKH Tools" menu entry
- The Pillar Builder tab should be available in the editor
Getting Started
Accessing the Tool
Method 1: Content Browser
- Right-click in Content Browser →
HKH → Pillar Generator
Method 2: Editor Menu
- Go to
File → Pillar Generator
Method 3: Toolbar
- Click the "HKH Tools" button in the main toolbar
Creating Your First Pillar
-
Open the Pillar Builder
- The interface opens with a default pillar in the viewport
-
Generate Initial Model
- Click "Generate Model" to create your first pillar
- The viewport will display the generated mesh
-
Apply a Preset
- Browse the Presets panel on the left
- Click any preset (e.g., "Stylised Corinthian") to apply
- Regenerate the model to see changes
-
Customize Parameters
- Use the Generator panel on the right to adjust:
- Ring Count
- Surface Map Size
- Visual Style
- Architecture Type
- Use the Generator panel on the right to adjust:
Interface Overview
Main Toolbar
| Button | Function | Description |
|---|---|---|
| Generate Model | GenerateDynaMesh() |
Creates/updates the pillar mesh |
| Bake Surface | BakeSurfaceMaps() |
Generates surface textures (AO, Normal, Curvature) |
| Export Mesh | ExportDynaMesh() |
Exports to Static Mesh asset |
| Export Physics | ExportMeshLOD() |
Generates collision mesh |
| Help | GetHelp() |
Opens documentation |
Panels
Presets Panel (Left)
- Style Presets: Pre-configured architectural styles
- Custom Presets: User-saved configurations
- Thumbnail Previews: Visual representation of each preset
Viewport (Center)
- 3D Preview: Real-time pillar visualization
- Navigation: Standard UE5 viewport controls
- Visual Feedback: Live updates during parameter changes
Generator Panel (Right)
- Pillar Settings: Core generation parameters
- Damage Settings: Weathering and age effects
- Material Controls: Surface properties and textures
Parameters Reference
Generator Settings
| Parameter | Type | Range | Description |
|---|---|---|---|
| Ring Count | Integer | 3-64 | Number of vertical segments |
| Surface Map Size | Enum | 512-2048 | Texture resolution for baking |
| Visual Style | Enum | Blockie, Stylised, Realistic | Rendering quality level |
| Architecture | Enum | Doric, Ionic, Corinthian, etc. | Architectural style |
Damage Settings
| Parameter | Type | Range | Description |
|---|---|---|---|
| Age | Float | 1-100 | Overall weathering amount |
| Moss Amount | Float | 0-100 | Moss accumulation level |
| Crack Intensity | Float | 0-1 | Surface cracking severity |
| Surface Erosion | Float | 0-1 | Material wear and tear |
Material Assignment
The plugin automatically assigns materials based on architectural style:
| Architecture | Material Type | Characteristics |
|---|---|---|
| Doric/Tuscan | Concrete | Heavy, weathered stone appearance |
| Ionic/Corinthian | Marble | Polished, refined classical look |
| Baroque | Wood | Gilded or painted wood finishes |
| Gothic | Concrete | Dark stone, iron-reinforced |
| Modern | Concrete | Brutalist, raw concrete |
| Cyberpunk | Steel | Future alloy, brushed metal |
Workflow Guide
Basic Pillar Creation
- Start with Preset: Choose a base style from presets
- Generate Model: Create the initial mesh
- Adjust Parameters: Fine-tune in Generator panel
- Bake Surfaces: Generate textures for materials
- Export: Save as Static Mesh for use in levels
Advanced Material Workflow
- Generate Model with desired geometry
- Click Bake Surface to create:
- Curvature Map (CV)
- Ambient Occlusion (AO)
- Normal Map (NM)
- Texture Graph Processing automatically:
- Applies appropriate material graph
- Creates Material Instances
- Assigns baked textures
- Adjusts parameters based on damage settings
Export Options
- Export Mesh: Creates Static Mesh asset in
/Game/HKH/folder - Export Physics: Generates simplified collision mesh
- Materials: Exports with fully configured material instances
Tutorials
Quick Start: Classical Column
- Open Pillar Builder from Content Browser
- Click "Stylised Corinthian" preset
- Click Generate Model
- Adjust Ring Count to 24 for smoother curves
- Click Bake Surface to generate textures
- Click Export Mesh to save as asset
Creating Custom Style
- Start with "Stylised Modern" preset
- In Generator panel:
- Set Architecture:
Corinthian - Set Visual Style:
Realistic - Adjust Damage → Age:
75 - Set Moss Amount:
30
- Set Architecture:
- Generate Model and Bake Surface
- Save as new preset for future use
Performance Optimization
- Use
Blockievisual style for distant LODs - Lower Surface Map Size for non-hero assets
- Reduce Ring Count for optimized geometry
Troubleshooting
Common Issues
Plugin Not Appearing
- Verify plugin is enabled in Edit → Plugins
- Check project supports C++ plugins
- Restart editor after enabling
Generate Model Fails
- Ensure viewport is properly initialized
- Check for console errors in Output Log
- Verify DynamicMeshComponent is available
Bake Surface Errors
- Confirm pillar mesh is generated first
- Check disk space for texture creation
- Verify material graphs are properly configured
Export Problems
- Ensure target directory (
/Game/HKH/) exists - Check write permissions for project folder
- Verify mesh has valid geometry
Performance Tips
- Use lower Surface Map Size (512) for multiple pillars
- Generate collision meshes only when needed
- Bake surfaces after finalizing geometry
- Use presets to quickly iterate on styles
Technical Details
Supported Platforms
- Windows 64-bit
- Built for Unreal Engine 5.5+
- DirectX 11/12
File Structure
Plugins/
└── HKHPillarGEN/
├── Content/
│ ├── PillarPresets.json
│ └── MaterialGraphs/
├── Source/
│ └── HKHPillarGEN/
└── Resources/
API Reference
The plugin exposes several key functions for integration:
// Core generation
GenerateDynaMesh()
BakeSurfaceMaps()
ExportDynaMesh()
// Utility functions
GetPreviewComponent()
PlacePreviewOnGround()
CaptureViewportThumbnail()
Support
Documentation
Technical Support
For technical issues, please include:
- Unreal Engine version
- Plugin version
- Error log from Output Log
- Steps to reproduce the issue
- System specifications
Changelog
Version 1.0.0
- Initial release
- 9 architectural styles
- Real-time preview
- Surface baking system
- Preset management
- Export functionality