Ive been testing the 2.5 snap builder. Sadly, its useless for me.
Ill grab the code from 2.4, the one that uses maps, and try to work with it. The reason is simple. Im doingVR, and i need static lighting. With the map snap system, lighting could be baked, and performance can be good. But with this system, lighting cant be baked into the modules, wich makes it useless from a VR perspective. Ue4 does not do any kind of culling on the lights other than simple frustrum cull, and that means that if i look to the center of the map, all the lights in all the modules will be calculating, completely destroying performance. If those lights cast shadows, the murdering of performance will be a serious thing, making any kind of half-big dungeon unplayable. Without the shadow casting, then light bleeds beetween modules.
Its nice how fast it runs now, and how it doesnt crash every time you exit play in editor, but i have no other , becouse the older version was WAY more performant. It also could use the navmesh from each of the modules, avoiding a global rebuild of the navmesh.
watch?v=TfBsDIJDajU
This is a video of the prototype im doing. This would be completely unplayable on the new version, as each module would need to be a blueprint and i cant bake light or navmesh.
Good that we have the source code, becouse i needed to edit it anyway to create my own tightly controlled dungeon. Such a shame you had to change it to use blueprints, what made the snap builder so strong is that it could use levels.
There is also a bit of feedback i have:
There is no way whatsoever to control the layout of the dungeon. You only have main path, branch end, main path end, and main path start. Its common to see 2-3 modules repeating in a row (easily seen in the video, there are 8 different modules). There is also no way to tell it to not repeat the branch end modules. Something i wanted to do is to have 3 different branch end modules, and use each of them in 3 different branches. But there is a that it will repeat 1 module in all 3 branches. That layout editor you were working on for other types of dungeons would be good for this.
Another thing that would be great is a “forbid” filter on the doors, so you can tell it to forbid putting a “hallway” room after another “hallway” room.