I haven’t used UE4 before, and a question I haven’t quite settled for myself, which I’ve been thinking about for a future game idea I have, is; how well suited is UE4 to highly procedural games? I’m talking about the kinds of games where almost everything is heavily procedurally-generated, both from scratch and from modified baseline assets, with unused procedural assets being frequently unloaded as well to make way for new content as it is generated. Assume that all of these things are to be generated by an external server application that is not running the client engine, and the raw data streamed to clients on demand, to be constructed, cached, destroyed, modified, etc. by the game client. Examples of the sorts of things I’m talking about:
- Terrain meshes, generated on a server and streamed to the client in real time, possibly containing a combination of voxels and polygon meshes (including dynamic level of detail and so forth)
- Materials and textures, generated from scratch, and/or applied to a baseline with many parameters affecting output
- Creature models and animations (again, heavily modified procedurally from base assets)
- Sound effects to a degree
- Weather, lighting, etc.
Let’s not worry about the feasibility of my idea, I’m just curious whether UE4 would fight me if I attempted to do the above (given the focus of the engine and tools on manually-created content), or if the API design and engine capabilities are flexible enough for this kind of thing.