Hey, I’m currently using Unity to create a small game that has random dungeon generation but I was wondering how I could re-create it using UE4.
In my game, I have a pool of rooms at my disposal which I place in random orders/locations.
My question is, can I create a room using brushes and then create multiple instances of that room in multiple locations in UE4? Could I do this using blueprints, or would it have to be through my own C++ implementation?
I did some googling and it seems like I can convert brushes to static meshes. Does that mean I won’t be able to edit them as brushes anymore?
Thats correct. Brushes are meant to be temporary placeholders for shaping and blocking your levels.
I guess its possible in BP, but an alogrythm that could produce interesting looking dungeons would be a rather complex and unwieldy node network.
Thus, C++ might be the better solution. You should create mesh versions of your rooms/halleays and use them in a coded routine.
There have been users that have created some interesting things with the power of Blueprints. It should be possible, but may not be necessarily easy depending on how you go about setting it up. If it’s just placing pre-made static meshes this should be doable without the need of C++.
With regards to BSP/Geometry brushes you will need to convert them to Static meshes to use them within Blueprints. You will no longer have access to edit them on a vertex level within the editor. If you need to do so you would need to export it via FBX and bring it into a modeling software to do any further edits.