ZERSTORENGAMES

UNLIMITED BUILDING / VERSIONS

Versions and
roadmap.

Which version of Unlimited Building Fab installs today, what every version brought and what we are working on next.

LAST UPDATED

ON FAB NOW

1.3Live

Released 13 October 2026. This is the version Fab and the Epic Games Launcher install today.

What it brought

NEXT UPDATE

—

No update is waiting right now. What we are working on is in the roadmap below.

The roadmap

YOUR COPY

Which version do I have?

Open your project, Edit > Plugins and search for Unlimited Building: the version is under its name. When a new version is live, the Epic Games Launcher offers it in your Fab library: install it to your engine again and reopen the project.

WHAT EACH VERSION BROUGHT

Versions.

The highlights of every version, newest first.

1.3On Fab now

Programmable controllers and gardens that need water

Players program their buildings from a small desktop inside the game; gardens dry out without rain or sprinklers; power and water meters and a septic tank that fills up; a searchable in-game guide replaces the guided tour.

Program your buildings

Lamps that go on at dusk, a door that opens from a button, a bell that rings every minute: a controller runs a short program the player writes in a small, safe language similar to Lua. Programs react to buttons, sensors, the game clock, dusk, dawn and rain, use timers, and can send messages to other controllers. Five controllers: home controller, street controller, industrial controller, programming terminal and irrigation controller. They need power; without it the program waits. Each controller's program, name, look and linked devices are saved with the world and kept by copy and paste, blueprints, premades, building codes and undo.

UBOS, a small desktop inside the game

Press E on a controller to open UBOS, a small desktop with five apps: Devices, Program, Terminal, Help and Settings. Link a lamp or a door by clicking it in the world; the linked devices are outlined. Four looks: Modern, Retro CRT, Industrial and Sci-fi. By default controllers reach their devices by radio within 50 m; your game can make them reach only what is on their signal wires instead. A program that loops without waiting is stopped with an error, and the game keeps running. All controllers together take at most 0.2 ms per frame by default, and you can change that limit.

Controllers fit your game, or stay out of it

One setting turns controllers off: the pieces are not offered, the guide leaves out their pages, and every device works on its own (lamps follow their switches, doors open with E). From Blueprint or C++ your game can run terminal commands, send messages to controllers and read every line they print. A new outline can mark any piece in the world in one of five styles, fainter where the piece is behind something. It uses custom depth with stencil, which the plugin turns on at start; if your game uses the stencil for something else, turn outlines off in the settings. The example map has a working controller exhibit.

Gardens that need water

Lawns, garden soil and plants dry out as game hours pass; the lawn and the plants turn yellow and green up again when rain or a sprinkler reaches them (a roof keeps the rain off). Drying follows the plugin's clock, Ultra Dynamic Sky or your game's own clock. Plants grow only in soil: a garden bed, a lawn, an earth fill or the ground itself, never on a floor or a roof. 32 new pieces modelled in Blender: lawn, garden soil, ten plants, three stepping stones, three bed edgings, a low garden wall, four fences, a stone pier, a motor sliding gate, a pop-up sprinkler, a tap timer, a soil moisture probe, power and water meters, a motion floodlight and a solar panel that lies on pitched roofs. The septic tank, the presence sensor and the ground solar panel are remodelled. Turn the feature off and every garden stays fresh.

Pop-up sprinklers and watering timers

Sprinklers rise from the lawn while they run and sweep their arc. A sprinkler's arc, reach and direction, and a timer's hour and minutes, are changed from an irrigation controller's program, or by your game from Blueprint or C++; saves and copies keep them. The drops are animated on the graphics card, so the spray costs the CPU almost nothing. Distant sprinklers draw fewer drops, and beyond 80 m only the watering is simulated. A tap timer waters at set hours (06:00 and 19:00 for 20 minutes as shipped), and E starts or stops a run. A soil moisture probe gives a signal while the soil round it is dry. If you make a Niagara spray of your own, the sprinklers nearest the camera can use it in place of the built-in one; none ships with the plugin.

Power and water meters, and a septic tank

Meters show the watts or litres per minute used by the devices after them and count kWh or cubic metres in game time. A motion floodlight lights up when someone comes within 6 m, only in the dark. The septic tank now fills from the fixtures that drain into it and lights an alarm when it is nearly full; once it is full, those fixtures leak until someone empties it with E. Controllers can read all of this and change the garden settings, and the example map has a garden-and-meters exhibit where everything works together.

Plants that move as you walk through

The plugin's grass, lawns, flowers and crops bend away from the player and the three nearest characters, and you can add your own pushers, such as a cart or a horse. Your own foliage can bend the same way with one material function. Trees and hedges stay still so their shadows stay cheap. One option turns this off.

Garden hooks for your game

Water the garden from your own code (a watering can, your own rain), read or set how dry a piece is, set sprinklers and timers, read and reset meters, read and empty septic tanks; your own materials can read the dryness too. Players can switch gardens and moving plants on or off in the game menu when your game allows it. Two new hotbar presets: Garden, and Meters, sensors & solar.

A searchable in-game guide

F1 opens a guide of up to 63 pages in 11 chapters. Players search it by topic, it uses your interface skin, and its key caps show the player's own key bindings. A page appears only when your game has the feature it explains, so a medieval game never explains electrical systems. The first time a player takes out the building tools, it opens on Getting started (a setting turns that off). You can add, replace or hide pages with your own tables. The guide replaces the guided tour: the tour's Blueprint functions now open the guide or do nothing, and they will be removed in a later version.

Also in this version: bug fixes and performance improvements.

1.2.1Earlier version

Polish from playing the demo

A polish update from playing the demo: clearer networks, building tools that step aside for your own interface, a new Timber material and richer example interiors.

See what is supplied at a glance

In the network view, a cable or pipe that no supply reaches shows a dark shade of its network's colour, and the shade turns bright where supply reaches it. Flow pulses now show only in the network view, so downpipes and chimneys no longer glow in the street.

Quiet while your own windows are open

Your game can tell the plugin when one of its own windows is open (inventory, crafting, a map). While it is, the plugin's prompts and markers are hidden and the interact key does nothing. Several of your systems can block it independently.

Travel To and Unstuck

Send the player to the nearest free spot near a place (for a map or a fast-travel menu), or free a player who is stuck, from Blueprint or the console. The game menu offers Get unstuck, and in the examples map it also travels to each exhibit.

See what E will use

Outside build mode, a dot in the middle of the screen and a faint outline mark the piece the interact key would use. You can switch this off in the settings.

Lanterns that stay lit indoors

Lanterns and torches under a roof stay lit during the day. Outdoors they still follow dusk and dawn.

Timber with grain along each beam

The new Timber build material has grain that runs along each beam, braces included, so half-timbering looks right. Beams now use it by default.

One content folder, old paths still work

All content is now in one folder, as Fab asks. Old asset paths are redirected, so levels, Blueprints, tables and saves made with earlier versions keep working. If your project settings name plugin assets, they load through the redirects; update them when convenient.

Richer examples

Furnished villa rooms, a skyscraper entrance under a steel canopy, a cloth works inside the 1850 factory, and candle-lit rooms in the castle hall and the church porch.

Also in this version: bug fixes and performance improvements.

1.2Earlier version

Seven languages, survival upgrades, work for your AI

Requested by games being built with the plugin and made to work in any game: seven languages, deeper survival, hooks that let your own AI build and repair, generators driven by the world, and an interface you can make your own.

Seven languages

The interface and the whole catalog (every piece, material and resource name and description) in English, Italian, German, French, Spanish, Brazilian Portuguese and Polish. Players choose a language in the settings, or the plugin follows your game's language. When you package your game, add the languages you want to Localizations to Package.

Survival that grows with the player

Upgrade a piece's material where it stands: wattle to logs to stone to concrete, or thatch to shingles to clay tiles to slate. The player pays for the new material and gets the old one back. Lock doors, gates, hatches and chests with your own rule for who can open them. Workstations take upgrades in slots (a grindstone beside the anvil).

Work for your AI: build, repair, raid

Your game's AI can find the player's plans and the damaged pieces nearby, claim one piece per worker, get a spot to stand, and pay from any inventory, such as a village store. For raids, your attackers get the weakest wall, door or window they can reach and a spot to stand while they break it. Your game can also ask which lights are on near a point and how well lit a spot is, and get an event when a light goes on or off (wildlife that fears fire, AI that keeps to the dark). These are hooks for your own characters.

Pieces with a purpose

Usable pieces (a workstation, a stall, a quest board) tell your game who used them. Function tags let your game find pieces across the whole world, loaded or not, and your own data on a piece is saved with the world and can be read and changed even when its area is not loaded. Pieces can have work places with activities and a capacity, and buildings can have types (a granary, a henhouse). Piers, floating pieces and water mills go on or beside water. Your game can check whether a premade fits, then place it.

Generators driven by the world

The plugin's wind turbine (or your own windmill) turns with the wind: the plugin's own gusty wind, Ultra Dynamic Weather's or yours. Water wheels turn with a river's flow (the Water plugin's rivers or your own), and solar panels follow daylight. Their power output follows.

Your look, your controls

Interface skins (brushes, fonts, sounds, palette), a compact tool panel with its own icons, your product name and your own build menu categories. The build menu now works with a gamepad, so the whole building system does.

Your rules, shared buildings

Set your own rule for where pieces may go, and the preview shows the reason when a spot is refused. Players share saved buildings as a single line of text and type exact sizes on the piece card (cm or m). A shipped survival game can leave free build out entirely. Foliage under floors, foundations and roads is hidden and comes back when the piece is removed.

Area queries and a guide for every game type

Ask whether any piece is in a box and how many there are by category or function tag, and get one event a frame with the bounds of what changed, so spawners and AI refresh without polling. The building tables export to JSON. A new guide, Recipes, shows how to set the plugin up for survival, colony, city-builder, story and sandbox games, with an integration checklist.

Also in this version: bug fixes and performance improvements.

1.1Earlier version

Buildings, eras and unlocks for colony games

For colony, city-builder and timeline games: the plugin now knows what a building is, what can be built in each era and what a building still needs. The first version published on Fab; it also brings the changes of 1.0.1.

Buildings your game can count on

Walls, floors, roofs, doors and windows that touch form one building, with a lasting id and a name you give it. Each building has counts (beds, seats, doors, rooms, heated rooms, entrances with a spot for AI), plus health, wear and construction progress. Events tell your game when a building is added, changed or removed. World totals include areas that are not loaded.

Eras, research and quest unlocks

Date pieces, materials and network types by era, research unlock or quest reward, or use your own rule. The build menu, hotbars, preview, premades and pasting refuse anything else and say why. Anything already built stays. An Unlock Everything switch covers creative and debug modes.

Homes, taverns and barracks

Describe what a home of an era, a tavern or a barracks needs (beds per resident, a heated room, a hearth, a table). Every building is evaluated: met or not, a score and what is missing, shown in the inspector. Your game can also see what is in each room.

Store packs in one go

Adding meshes as pieces now reads their names by whole words. Torches, candles, braziers, campfires and oil lamps get flicker and a flame and light up at dusk (a setting makes every lamp a flame, for games before electricity). Tables and shelves carry things, chests, barrels and crates stack, and display names come out clean. A mesh modelled facing another way can be turned inside its piece without editing the mesh.

Collision that stays out of your way

The building tools trace on their own channel (added from the Tools menu), so characters, creatures, foliage and triggers never block the aim. A tag makes an actor ignored by the tools, and another keeps an area free of pieces (trees, rocks, quest areas).

Example homes on uneven ground

The example builder places a home at any world location. On uneven ground the home stands on a stone plinth that reaches down to the lowest ground under it (a warning appears past 4 m).

Also in this version: bug fixes and performance improvements.

1.0.1Earlier version

Clock fix and documentation links

A small fix release that was not published on Fab on its own: its changes reached buyers with 1.1.

Clock only in build mode

A new setting keeps the plugin's clock off the screen outside build mode, so the screen belongs to your game's HUD. Your own HUD can ask whether to show the clock.

Documentation and support links

The plugin's entry in Edit > Plugins links its documentation and support pages.

Tests pass in games that own the clock

The plugin's sky and weather automated test no longer fails in a game that runs its own time of day.

Also in this version: bug fixes and performance improvements.

1.0Earlier version

First release: build anything, anywhere

The first release: a complete building system for single-player games on Unreal Engine 5.7 and 5.8 (Windows), with real structure, working utilities and an open world that streams in cells around the player. The Fab listing went live with 1.1, so every Fab download has these features and the changes of 1.0.1 and 1.1.

Build anything

Over 500 ready pieces: walls, floors, roofs of every shape, round towers, arches and vaults, stairs, doors and windows of every period, furniture, lamps, plumbing and wiring, roads, fences, gardens and fields. Over 100 build materials, each with its own cost, weight and strength.

Press, drag, release

Pieces stretch to any size, snap to each other, continue rows and follow the terrain. Rotate on any axis, lift, paint, demolish, undo and redo. Copy, cut and paste whole buildings and save them as blueprints.

Buildings that behave like buildings

Every piece carries its load to the ground. Build too far without support and the building collapses into physics debris, and a stability view shows why. Rooms are detected: closed rooms without ventilation grow mould, heated rooms stay dry. Doors, windows, shutters, gates and portcullises open, and lamps light up. In survival mode, pieces are built in stages from the player's inventory and can be damaged, repaired and destroyed.

Utilities that work

Power, water, drain, heating, air and flue networks, plus a signal network with levers, buttons, pressure plates, timers and relays. Lights turn on, taps run, fireplaces smoke through their chimneys, and a sink without a drain floods the floor. A network view shows every pipe and cable through the walls.

Open world first

Every piece is instanced and every opaque piece is Nanite: the 16,000 pieces of the example map load in about a second. The world is saved and loaded in cells around the player, and far cells show as merged stand-ins. Save slots with thumbnails, autosave, world snapshots you can ship with a level, and the world as bytes for your own save system.

Plugs into your game

Works with any character, C++ or Blueprint, without setup. Costs come out of your inventory through one interface. Ultra Dynamic Sky and Weather are picked up automatically; without them, a day-night cycle and rain that never falls under a roof are included. Seats and beds are Smart Objects for your AI, and navigation follows what is built. Blueprint events and a complete Blueprint API.

Ready to play and show

Interface included: hotbars, build menu, piece card, game menu with save and load, settings, key rebinding and a guided tour. Add your own mesh as a piece with a right-click. The example map has a modern city, a Victorian and a medieval town with a castle and a Gothic cathedral, an aqueduct, fields and homes, all built with the system.

ROADMAP

What comes next.

Planned work, not a promise: the order may change and there are no dates. Every update goes through Fab's review before it reaches you.

Next

  • Overhead power lines

    Carry power across a town or the countryside on poles, or fix the wire to a building. Plant a pole and the span from the previous one appears, or drag a cable out of a wall and it carries on as an overhead line that sags in a natural curve. The spans are a general system you can reuse for wires of your own (phone lines, ropes, festoon lights, clotheslines), defined as data, and a game that does not want them can switch them off.

  • Lifts and traffic lights

    A lift that serves several floors: a shaft, a car, landing doors with call panels and a machine room. It works from its call buttons alone, and a controller can also send it to a floor; the example skyscraper gets one. Traffic lights that a controller can switch, a pedestrian push button and an LED sign that shows text from a program.

  • Demolition in fragments

    A collapsing piece breaks into fragments that match its own shape and look, instead of falling as whole blocks.

  • More pieces, better meshes

    More paintings and potted plants, workbenches, new wooden crates, placeable letters and televisions that switch on, with the weakest meshes remade.

  • Better furnished examples

    The rest of the example homes furnished with care: beds and TV stands against the walls, objects on the kitchen worktops and a light in every furnished room. The 1850 apartment rows and the medieval houses get reworked layouts and stairs.

  • A character walking the example map

    A basic character in the demo that walks the streets and goes into buildings, to show that what players build works with the navigation mesh and your own AI. It is a demo example, not part of the building system.

Later

  • Visual programming

    Program devices without writing code: blocks, a sequencer you fill by recording what you do, a Monitor app and ready-made programs with a setup wizard. Blocks and code are two views of the same program, so the editor and the terminal stay for complex programs.

  • Build while playing, save to your level

    Design levels with the real building tools: build and program your devices in Play In Editor, then save the result as the level's starting world in one step. The same flow saves a selection as a premade.

  • Spans and loads in the structure

    A structural check on top of today's stability: long beams and slabs would need supports along their length, as heavy stone channels already do, and columns would carry the weight above them.

YOUR IDEAS

Missing something?

Tell us what your game needs: requests from developers shape what comes next. Found a bug? Join our Discord, open #bug-report and post with the Unlimited Building tag; questions go to #support (in English).

Cookie preferences

Choose whether to allow YouTube videos. You can change your mind at any time using Cookie settings at the bottom of every page.

Cookie policy · Privacy policy