Try the demo
This walkthrough completes one city-building session using the shipped DemoMap layout and default Blueprint settings.
Place roads, build one residential and one commercial structure, collect income, watch population grow, and save your city.
Placement flow
Section titled “Placement flow”sequenceDiagram participant You participant PC as BP_CBT_PlayerController participant Road as BP_Road participant Bld as BP_CBT_BaseBuilding participant SG as BP_CBT_Singleton You->>PC: Open road tool (WBP_RoadFrame) PC->>Road: Drag spline with PrimaryClick Road->>PC: CreateRoad → BP_RoadTile You->>PC: Select House (WBP_BuildingSelect) PC->>Bld: Preview on grid You->>PC: PrimaryClick place Bld->>SG: Construction → AddPopulation You->>PC: Select Shop, place near road Bld->>SG: CollectIncome
1. Launch
Section titled “1. Launch”- Open the template and press Play on DemoMap (or start at MainMenu → Play Game).
- Confirm WBP_PlayerHUD shows currency, XP, level, and population bars.
- New games start with Starting Currency
100000and Starting Premium Cash10(BP_CBT_PlayerController class defaults).
2. Lay roads
Section titled “2. Lay roads”- Open the road tool (WBP_RoadFrame on the HUD).
- Click to set spline points along an empty area; right-click or cancel to exit preview.
- Confirm CreateRoad spawns BP_RoadTile segments snapped to BP_CBT_Grid.
3. Place a house
Section titled “3. Place a house”- Open the residential tab on WBP_BuildingFrame.
- Select House (BP_CBT_House) in WBP_BuildingSelect.
- Move the preview ghost; press Z / C to rotate.
- Primary-click to place. Internal_StartConstruction should return Success when currency and road rules pass.
- Watch WBP_ConstructionTimer count down ConstructionTime, then AddPopulation on the singleton.
4. Place a shop
Section titled “4. Place a shop”- Switch to the commercial tab.
- Select Shop (BP_CBT_Shop) — shipped Unlock Level is
2, so you may need one level-up before it appears in the picker. - Place adjacent to the same road network (cost:
5currency +12premium cash). - After construction, workers hire over time (Worker Add Delay
1.5s, max10). Income ticks every Profit Delay60s at Revenue Per Worker268. - Click WBP_CollectCurrency on the building (bAutoCollectIncome is
falseon the shipped class).
5. Run the simulation
Section titled “5. Run the simulation”| HUD control | ESimulationState |
|---|---|
| Pause / Play | Paused ↔ NormalSpeed |
| Normal speed | NormalSpeed |
| Double speed | DoubleSpeed |
Observe BP_CBT_TimeOfDay switching day/night — building window lights and BP_Vehicle traffic react via OnDayStarted / OnNightStarted.
6. Save
Section titled “6. Save”- Click SaveGameBtn on WBP_PlayerHUD.
- Internal_SaveGame writes to slot
CityBuilderSaveGame. - Stop PIE, press Play again, and use LoadGameBtn (or MainMenu → Load Game) to verify persistence.
What to verify
Section titled “What to verify”| Check | Expected behaviour |
|---|---|
| Road on invalid terrain | Preview clears; tiles only on valid grid cells |
| Building far from road | EStartConstructionResult → NotNearRoad; no currency spent |
| Insufficient funds | NotEnoughMoney; preview remains |
| Level up | WBP_LevelUpNotification when XP threshold met — new buildings respect UnlockLevel |
| Bulldoze | Delete or WBP_Bulldoze → BulldozePrepare removes actor and updates save arrays |
- Tune economy and progression — adjust costs and income
- Blueprint reference — full property list