Four sheets issued · two of them free
A Parisian garden footbridge, a Franconian facade kit, a courtyard fountain and a stone crossing — modelled from real European stonework and rebuilt as game-ready Unreal assets at one shared scale, so they can sit in the same street without an argument.
after the Fachwerk facades of Rothenburg ob der Tauber, Bavaria
The overview map — every mesh in the kit, laid out separately and labelled.
This is the gap between an empty wall opening and a finished facade. Five complete window designs with working shutters and window boxes, three sash variants, dedicated glass panes, a heavy arched door leaf with its matching frame, a wrought-iron wall lantern on a scroll bracket, stone entry steps and a planter box.
Eight of them arrive pre-assembled as Blueprints — six window arrangements, the lantern, and the door. Drag one onto a wall and the composition is already made.
Honest scope: one door geometry, five paint colourways. The colourways are one material parameter, not five models. More door shapes ship as free updates.
BP_Door opens by itself. Drop it in and the door swings on pawn proximity — adjustable open angle, a springy settle at the end of the arc, and a spatialised sound slot for your own cue. Every competing pack on the shelf ships the same door as a static mesh.
Glass ships as separate, deliberately non-Nanite meshes. Nanite does not render translucency — a single translucent slot drops an entire mesh to its reduced fallback, which is the real reason so many Nanite window kits look blocky in the viewport.
View on Fab $12.99after the ornamental garden bridges of Parc Monceau, Paris
A scene centrepiece rather than a background prop. Red-brick arch faces carry a stone voussoir ring and a carved keystone cartouche; a full balustrade of turned balusters and panelled pedestal posts runs the length of the deck; scrolled volute wing walls close each end under stone balls. Moss and grime weathering throughout, one drop-in Nanite mesh.
It is the showpiece answer to the free stone bridge on sheet 01 — same series, same scale. Where that one is the crossing you put where a road meets a river, this is the thing you build the courtyard around.
The arch passage is walkable. So are the deck and both end steps — 25 hand-authored collision primitives, trace-verified, with no convex decomposition run over them.
Sheets 01 & 02 · the way in
Both are complete, commercially licensed packs, not demos — the same scale, texel density and weathering language as everything above. Between them they have been downloaded 544 times.
Medieval Stone Bridge
The utilitarian Rothenburg crossing that started the series — the plain, honest span you drop where a cart road meets a river.
Hebe Fountain
An animated courtyard fountain — stylised flowing water and a looping splash, ready to be the centre of a market square.
Why they match
Assets from four different shopping trips never quite agree — a door too tall for its wall, a bridge textured at twice the density of the street it crosses. Everything in this set is built against the same short list of rules, so it agrees with itself.
Before you buy
Marketplace screenshots are staged, and that is fair — but it should be said plainly what travels home with you.
You get the pack and nothing else. Terrain, water, foliage, sky and characters visible in any shot on this page are set dressing for the photograph. They are not included. The showcase maps are lit scenes built from Unreal's own basic shapes so the asset has somewhere to stand.
Textures ship at 4K because these are meant to survive a close-up. If your budget is tighter, cap them per-texture in the texture editor rather than living with someone else's compromise.
Windows & Doors contains one door geometry in five paint colourways, plus its frame. It is a facade-dressing kit with a very good door, not a doors pack — the windows are the reason to buy it.
Revision block
A drawing sheet carries its revisions in the corner, so this one does too. Fab reviews every submission by hand, and a rejection arrives with a reason attached. These are the ones that bounced, and what each reviewer actually caught.
| Rev | Date | Sheet | Verdict | What changed |
|---|---|---|---|---|
| A | 2026-07-14 | 03 | Rejected | Technical information incomplete, and one shutter shipped a garbage auto-generated collision hull. Nine meshes moved to fitted boxes; Complex as Simple came off two meshes, where it is invalid on Nanite and had been quietly bypassing twelve hand-built hulls. |
| B | 2026-07-15 | 03 | Rejected | Project file link invalid. The corrected build had been uploaded as a new file instead of a new version of the old one, so the link on the form pointed at something that no longer existed. |
| C | 2026-07-16 | 03 | Approved | Live. |
| D | 2026-07-17 | 04 | Rejected | A reviewer flew a camera through the spandrel wall above the arch and found the hollow interior. Closed the same day — which is why the collision on that bridge is now 25 hand-authored primitives instead of a convenient box. |
| E | 2026-07-18 | 04 | Approved | Live. |
Every one of those was a defect a buyer would have hit first. Publishing the log is cheaper than pretending the first submission was perfect — and it is the only warranty a seller with no reviews yet can actually offer.
Sheet 05 · in progress
Not a wall kit — a wall system. Draw a spline, and it builds a curtain wall along it: towers that turn to face the town, gates with portcullises that actually drop, buttresses and ruins scattered by seed, and staircases that spawn where they are needed and then stay exactly where you drag them when you adjust them by hand. Then it collapses, properly, with Chaos.
Procedural stairs after a bake — placed by the spline, then moved by hand. Re-baking the wall leaves them where you put them.
Follow for the release