Forge Island · 2026-11-01

Forge Island · Unreal Engine 5

What is the prop kit?

The prop kit is the list of every object placed around the Forge Island homestead, such as silos, sheds, trees and machine parts. Each entry points to the real 3D model that replaces a grey placeholder shape in the game. The list lives in one tracked file, and each model is locked to an exact file fingerprint so every machine loads the same models.

378props listed
375accepted and in the game
15+model sources, AI and hand-made
1tracked file holds the whole list

Some of the props

These are previews of the real accepted models from ForgeMedia. Sizes are each prop's real-world height or length in the game.

How a prop gets into the game

  1. Placeholder

    The homestead layout code (homestead.ts) puts a simple grey stand-in shape wherever the prop goes. Each stand-in gets an entry in the prop kit with an id and every spot it appears.

  2. Real model

    A model is made or found. Usually it's AI image-to-3D from a game screenshot (Tripo, 3D AI Studio, Meshy, Hunyuan), or it comes from Poly Haven, a plant catalog, procedural code or a ForgeFX artist.

  3. Accept and lock

    Once the model looks right, the entry is marked accepted and its exact SHA-256 file fingerprint is saved. From then on, a missing or changed model stops the build instead of quietly showing the grey shape.

  4. Upload

    --publish uploads each accepted model to ForgeMedia's private storage, filed under its fingerprint, and updates the tracked list in content/prop-kit/manifest.json.

  5. Fetch and check

    On any machine, unreal:prepare copies in the tracked list, downloads any model it doesn't have, checks every fingerprint, and imports the models into Unreal under /Game/ForgeIsland/Props/<id>.

  6. Place

    The game puts the model at every recorded spot, scales it to the prop's real size, sits it on the ground and hides the grey stand-in. An automated test (World.HomesteadProps) checks that every prop was placed.

What's in it

  • Farm buildings and yard items: silo, water tower, windmills, sheds, coop, bales, drums, crates, tanks
  • Trees and plants: tree-farm species, treelines, grass tussocks along the field edges
  • Heavy-equipment parts, split so they can move: excavator boom, stick, bucket and cylinders, plus grader, dozer and wheel-loader parts
  • Showroom houses, lab rooms, parked cars and vehicles such as the light helicopter

What each entry records

  • id and model path <id>/<id>.glb
  • sha256, the exact file fingerprint
  • Where it came from: provider, model, task id, and the prompt used
  • forgemediaId, the model's catalog record
  • Which grey stand-in it replaces and every spot it appears
  • scaleMetres for its real size, and whether it's accepted

Where the models come from

SourcePropsNotes
ForgeFX140Made by the team or cut from existing ForgeFX models
Tripo104AI image-to-3D, including the Tripo-plus-sign hybrids
Poly Haven39Free scanned models
3D AI Studio31AI image-to-3D through its Prism, Tripo and Hunyuan engines
Procedural23Generated by code
Plant catalog16Trees and shrubs
Other25Meshy, Jagopo, Hunyuan Pro, Outokumpu, Blender, catalog reuse, one-offs

What changed today

A fresh machine can now set itself up. Before today, the prop list and the models lived only on the Windows development PC. Commit 05e4dac853 added the list to the repo and stored every accepted model in ForgeMedia. On forgebot-studio (Mac), one unreal:prepare run downloaded 352 models, checked every fingerprint, and imported all 375 accepted props with 0 errors.

Proof in the game: the mowing demo found 1 field-grass layer of 21,270 plants, and a lap cut 3,293 of them.