Towns & Villages

Residential Houses Vol.2 - Modular Pack

Modular American suburban house pack with 626 unique meshes, exterior and interior pieces, UE5 Nanite and Lumen support, and a UE4 baked lighting version.

Residential Houses Vol.2 - Modular PackTowns & Villages

Resource overview

Residential Houses Vol.2 - Modular Pack is a building resource driven by constructing American-inspired suburban environments. The project ships with a modular set that includes exterior and interior building pieces, materials, and an example map with seven houses that feature full interiors. Each asset was created to a standard suitable for AAA-quality visuals, and the entire collection is optimized for game use.

Setting Up Suburban Environments with Modular Building Pieces

The pack contains 626 unique meshes shaped by a modular design philosophy. Exterior and interior pieces are separated from each other, which serves two practical purposes during level construction. First, separating the building assets from external and internal allows for better culling optimization when the engine determines what geometry needs to be rendered. Second, this separation enables developers to construct houses without interiors — useful for background buildings where the player will never enter, reducing unnecessary geometry and texture overhead.

Because every piece is modular, the layout of any given house can be rearranged freely. A developer can take the wall segments, floor plates, ceiling tiles, and structural components and recombine them into configurations beyond what the example map demonstrates. The modular workflow is built to accommodate custom rearrangement rather than locking the builder into fixed house templates.

Unreal Engine 5 Nanite and Lumen Implementation

The Unreal Engine 5 version of the project leverages the Nanite and Lumen feature set. Nanite handles the high geometric detail of the 626 meshes, allowing the dense modular pieces to render without the traditional performance penalty associated with high-poly assets. Lumen provides the dynamic global illumination and reflections that respond in real time to changes in the scene, whether that means altering the time of day, moving lights, or repositioning modular wall sections.

For placement efficiency, the UE5 build offers Level Instance versions of the houses. Level Instances allow entire pre-constructed houses to be placed across a map as single entities while retaining the underlying modular structure for editing. Blueprint versions are also available, giving developers a choice between two placement workflows depending on how they prefer to manage actors within their levels.

House Interiors, Culling, and the Example Map

The example map is populated with seven houses, each containing a full interior. This map functions as both a reference for how the modular pieces fit together and a playable demonstration of the asset quality. The accompanying showcase video and UE5 third-person clip provide additional visual references for how the houses hold up during gameplay exploration.

Because the exterior and interior building assets are split, a developer working on the example map — or building a new one — can manage draw calls more effectively. Houses placed in the distance can use only the external shell, while houses the player approaches can load the internal modules. The material system reinforces this flexibility with customizable textures.

Customizing Textures and Material Instances

The textures in the pack reach up to 4K resolution. Beyond the provided high-resolution textures, the materials are built to support custom tillable textures for floors, walls, and ceilings. This means a developer is not locked into the surface appearance that ships with the pack and can swap in their own texture maps to match a specific art direction or project theme.

Color customization is handled through material instances. The pack includes example colors for both interior and exterior walls, and these colors are adjustable within the material instance parameters. A developer can tune the look of each house individually without needing to create new textures, giving a neighborhood of similar houses enough visual variation to avoid repetition.

Unreal Engine 4 Baked Lighting Version

Alongside the UE5 build, a fully baked Unreal Engine 4 version is available. This version includes an example baked lighting scene, providing an alternative approach for projects that rely on static lighting rather than real-time global illumination. The baked lighting setup demonstrates how the modular pieces respond to precomputed light and shadow bakes.

Having two engine versions gives teams flexibility depending on their project's technical baseline. A project still anchored in UE4 can use the baked lighting scene as a starting point, while a project on UE5 can take full advantage of the Nanite and Lumen integration.

Included Props, HDRI Setup, and Recommended Additional Assets

The map incorporates props from the creator's other asset packs, specifically Trash Props and the original Residential Houses. These props are included to populate the environment and demonstrate how the modular buildings look when furnished with household and street-level detail. All custom branding and artwork included with the pack are free to use within the context of the asset.

The lighting environment relies on an HDRI Skydome blueprint sourced from the Epic Games Automotive Beach Scene, along with HDRI textures from HDRI Haven. This setup provides the sky lighting foundation for the example map and can be adjusted or replaced depending on the desired time of day and atmospheric mood.

An optional companion release, the Residential Houses - Modular Pack, provides additional modular building assets designed to pair with this volume. Using both packs together expands the available piece library for constructing varied suburban neighborhoods.

Known Issues and Engine Quirks

One known issue involves InstancedFoliageActor triggering a large actor pre-shadow performance error message specifically on the ResidentialHouse2 map. The workaround is to disable dynamic shadows on the foliage types causing the message. The developer notes that this produces no noticeable performance loss and the error can be ignored if preferred.

A second issue is specific to the UE4 version. The falling leaves particle effects can cause the editor to crash in certain scenarios. The creator identifies this as an Unreal Engine bug rather than an asset defect. As a result, the falling leaves particle system is included for demonstration purposes only, and developers building in UE4 should treat it as a reference rather than a production-ready element.

The pack is set up to handle the construction of full suburban neighborhoods — from individual house shells to fully furnished interiors — while giving builders the material, mesh, and placement controls needed to keep large environments performant across two engine versions.

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