Production-Ready UE5 GPS Generator
USD 250–750
About the project
Attached is a detailed .md file that describes the full project requirements — upload it to your LLM for the complete picture. I already have a UE5 prototype that pulls real-world terrain and imagery through a real-time 3D geospatial plugin and drops AI-placed lighting, vegetation, and housing on top. Now I need this pushed to a true production standard on Windows. The goal is a fully repeatable world-generation toolkit that any teammate can clone, run, and extend without touching the level itself. Each specialist module—lighting, vegetation, and housing—should live in its own folder with a clearly structured JSON/INI config rather than baked-in edits. When a user feeds latitude-longitude coordinates, the system must stream the appropriate tiles, apply procedural terrain adjustments, then hand off to the content pipeline so each module populates its domain autonomously. Key requirements • Single-click or command-line build that fetches terrain via the geospatial plugin, spawns assets, and packages the level. • No external log-ins or remote sessions; everything runs locally once prerequisites are installed. • Git-ready directory layout with sensible .gitignore, sample branch strategy, and README that walks a new dev from clone to first build in minutes. • Modular scripts (Python or Unreal automation), config files, and concise docs delivered in a portable zip. • Clear hook points for future modules so we can drop in additional systems later. Acceptance will be based on: Fresh checkout builds and launches without manual tweaking. Changing coordinate input regenerates a new location correctly. Switching a module off via its config cleanly omits that content. Build log shows deterministic steps and surfaces errors clearly. If you’ve shipped similar geospatial-driven or GPS-anchored pipelines in Unreal, I’d love to see it. Looking forward to turning this prototype into a robust, team-friendly solution.
Skills required
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