I’m extremely new UE, so please forgive my lack of knowledge.
I’m learning while trying to develop a game concept.
My game would have multiple levels in it and for example I would like my character to go through a door and the next level that s/he enters in is randomly generated from a weighted table of levels.
Each level would have a “rarity” and thus more rare levels would spawn less frequently.
Ideally I would like some checks in place before that to eliminate some rooms from the “pool” if a condition isn’t met yet “say no key for room 3”, so it isn’t an option until the key is obtained.
I’m not expecting anyone to write the blueprint for me, just some advice in the right direction would be greatly appreciated.
I’m not sure what you’re saying. I think I’m using clamp in the wrong way, be even removed it still doesn’t work as intended.
I wanted to prevent the count going below zero.
I’ll have to branch out an option for when zero is reached, but i still would like a reducing probability of that level reappearing after it’s been called once.