Session 4 Summary: Modeling the Lift in Unreal Engine 5.6
๐ Project Setup
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Continued from previous session using
apartment_set3.zip. -
Opened the
apartment_set3_ceilingslevel and saved asapartment_04_lift_and_stairs.
๐งฑ Lift Shaft Modeling (Stilt Floor)
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Created outer lift shaft: 1.3m × 1.3m × 2.4m (for ground floor).
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Created inner hollow space: 1.2m × 1.2m × 2.3m.
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Used Boolean (A − B) to create lift walls with thickness.
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Named mesh:
lift_area.
๐ช Lift Door Opening
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Created door cutout: 90cm (W) × 210cm (H).
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Aligned and used Boolean difference to cut out door space.
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Rotated and aligned lift to proper entry side of the apartment.
๐งฑ Lift Shaft Base Cut in Site Mesh
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Created small box (128cm × 128cm) to cut hole in
sm_site_areausing Boolean difference. -
Updated site mesh with new boolean cutout for lift foundation alignment.
⬆️ Stacking Lift Shafts Across Floors
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Used XForm Pattern tool to duplicate lift shaft up to all floors (Z-axis).
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Adjusted heights for floor variations:
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Ground floor: 2.4m
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All other floors: 3m
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Renamed as:
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lift_area_1(2.4m) -
lift_area_2,lift_area_3(3m mid) -
lift_area_4(3m top)
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๐ณ️ Lift Movement Path (Vertical Shaft Cuts)
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Created smaller box (110cm × 110cm) to simulate lift's vertical path.
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Used Boolean (A − B) to cut top and bottom holes in each lift mesh for continuity.
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Ensured complete lift shaft openness through all floors.
๐งพ Static Mesh Conversion & Naming
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Converted all lift areas to static meshes:
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sm_lift_area_2.4m -
sm_lift_area_3m -
sm_lift_area_3m_top
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Removed redundant intermediate mesh (
sm_lift_area_3). -
Optimized by sharing the same mesh for mid-floors (2 & 3).
๐จ UV Mapping & Material Application
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Applied UV Unwrap (Polygroup-based) on all static meshes.
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Applied consistent material:
ML_Pillar_Concretefor visual realism.
✅ End Result
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Fully functional and optimized lift shaft with:
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Internal walls
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Openings per floor
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Door cuts and base cut in floor mesh
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Ready for staircase modeling in next session.
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