For my current project, I’m planning to build an open world urban map in which the player is free to explore every building’s interior, without having to deal with fake doors or access restrictions, all the while enjoying the dynamic feeling of a bustling urban environment. In essence, I aim to address the primary complaint about fake doors in CP2077.
I figured one way to go about it would be to set up collision boxes in front of every door, and as the player overlaps with one, an interior blueprint would load as a child asset beyond the door, and then disappear as the player walks away. This BP would also spawn NPCs and allows access to certain functionalities, including shopping, mini games, and other things.
In you guy’s experience, would there be any drawbacks to using this approach? I’m especially interested in any performance concerns, as I’m planning to built a map that would span for several kilometers.
Do you know if there may be a limit on the number of level instances per project? I may need to generate hundreds of rooms, especially in situations like skyscrapers and other big structures.
that’s what i was afraid of… which is why i was thinking of loading and unloading procedurally the environments using collision boxes, or some other method.
To put things into perspective, this is a yet to be completed map, and every blue dot is a building. For reference and scale, the black body of water in the center is Lake Orion, in Michigan… well, my version of it:
Right, yes, you can load and unload them, no problem. But you still have to make the level instances to load, by hand.
You might be able to get away with a base level, for an apartment say, and then give it procedural elements, like positioning of the rooms and furniture etc.