Another example of a procedural level with bots, powerups and spawn points scattered around the map
Fixed a lighting bug on runtime generated levels where the lights were not picking up the user defined attributes. Turns out, I had to call ReregisterAllComponents() on the light actor after updating the LightComponent attributes at runtime
@rozenbor Yes, it uses delaunay triangulation. The layout generation algorithm is based on this explanation by the TinyKeep gameās author. Iāve added height variation and other stuff on top of it
The 2D layouts you see in the promo videos is from a C# prototype I created before starting this plugin
They said they are interested and asked for more info about the plugin but havenāt taken the code yet for review. Looks like they are still finalizing the code plugin part of the marketplace
Anyhow , they might take over a month even without the trello , my first pack was selected and finalized on June 18th , I signed the form on June 19th , and it is still not there.
just amazing. I will buy this on the day it comes out. incredible work!
I am impressed with the ability to use pre generated rooms as seen , but was wondering to what extent,
Would i be able to make say 8 rooms not connected in a map, and then have the system generate everything in between them?
Or have a room as a blueprint (using the volume in the video) and have it be placed into the level at runtime?
This looks absolutely amazing!
Procedural and sensible map generation is something I have been working on a little bit, and unreal engine has proven how powerful a beast it really is.
So when I saw this project, my jaw dropped, because this really is some top quality work, and well worth the $99ā¦if not more!
Once again, well done, looks amazing, and I cannot wait to see what you will come up with next