Any idea how to fix this?

Im working on a procedually generated map for my rougelike game, but the rooms are offset when i spawn the next one, here are (hopefully) the only screenshots that are required.
image


here the other image

we’d need to see where/how you’re getting the WorldLocation from

Greetings @The10thDoctor89

As Auran mentioned, we’d need a bit more info to give an opinion.

Is this better?

I believe that you need to use a add or subtract node in between the ‘get world component’ and the ‘spawn actor’ nodes but I cant quite figure it out

you dont want the random node as you could get repeats causing overlaps

you could shuffle the Array and then loop over the Results and use the index to offset your location. so for instance
GetWorldLocation + (WorldRightVector * Index * GridSize)

but to be more specific depends how you lay out your world.

also if you have look into PCG

What about the offset problem?

How is exitslist array made?

It looks like the offset is caused by the rooms mesh pivot points or something.

Thanks, the issues solved now, this was mostly the issue

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