I have a method for procedurally creating a map. This method creates a lot of instanced static mesh and places them on the map. The instances are based on a library of about 40 non instanced meshes.
My question is this:
Is this doable in BPs? If so, what is my best approach to achieve this goal?
I assume this will not allow for a post process to create baked lighting? If so, what are my options for lighting?
Is there a relevant tutorial that includes dynamically adding meshes to a map?
I was looking to find out mainly if this was feasible. I have used this approach with another engine and being new to UE4 I was unsure if this was viable with UE4+Blueprints. I know this is a little out-of-box as far as level creation and UE4 is concerned. I’m not concerned about the maths side (yet! ;)), I’m mainly at the feasibility study level.
So to re-iterate.
Can this be done in Blueprints? Is there any aspects I need to be aware of(a performance hit for a large level for example?)?
How does this effect my choices of lighting? What are my options?
I’m sorry this is a bit generalised but if I go down the wrong road here it could lead to a lot of wasted work.
A little bit different from what I am attempting but very encouraging from the point of view that Blueprints can dynamically create a procedural map/level using mesh instancing. Thank you for the links Zeustiak.