A procedural memory-palace generator built in Unreal Engine using C++.
The project focuses on runtime procedural generation rather than manual modelling.
Rooms, windows, anchors, materials, lighting, and interaction behaviour are generated entirely through Unreal C++ systems.
- procedural room generation
- strategy-based room shapes
- strategy-based window generation
- procedural anchor placement
- dynamic material parameter generation
- Niagara-based interaction FX
- runtime theme/light application
- modular architecture using Unreal C++ patterns
- grid-based room construction using cube segments
- interchangeable room-shape strategies
- UV atlas-based tiling system
- runtime-generated geometry
- strategy-based window styles
- square / circular / oval window implementations
- rule-based placement logic
- procedural spawning inside room bounds
- concept-based material overrides
- Niagara FX integration
- interaction-driven behaviour
- theme-driven procedural lighting
- automatic room-centre light placement
- runtime light updates from theme presets
- Unreal Engine 5
- C++
- Niagara FX
- Blender
- Unreal Material Graphs
Full coursework report:
The report includes:
- architectural analysis
- implementation details
- reflections and limitations
- procedural generation design decisions
Ana-Maria Dumitrache