Fill Empty Space Between Generated Blueprints

Hello everyone!

I’m working on a game where a dungeon is generated “procedurally.” Each room is based on a blueprint and placed side by side in the world.

My problem is that the space between the rooms is empty, as you can see in this image:

I could place a plane mesh around each “Room blueprint” to cover the sides, but I’m afraid it might overlap into other rooms.

I feel like an ideal solution would be to fill all the empty spaces with a “Post Process Volume” or a similar technique, but I can’t find any solutions while searching.

Thank you!

Your question reminds me of this thread. The user used a basic skybox / skysphere to add texture to the backdrop. And I provided a basic post process material to fill empty space with something of your choice.

Thank you for your response, Steven!

It works well, but it doesn’t quite meet my needs at the moment. :sweat_smile:

What I’m aiming for is to make the color look like an extension of the surrounding wall in each room, rather than just being a background.

I hope that makes sense.

Thanks again!

Presumably you already have some way to check if the rooms are overlapping other rooms
All you’d have to do is on the completion of generating the rooms spawn a static mesh on the sides with no other room

Ex your room has a collision box then you have another collision box to each side of the room that does almost the opposite, if there is no room spawn mesh

Perhaps this will help, He dosen’t do what i just described above but this will help you understand more than what i could possibly type here

You’ll likely need another collision channel than the one that the rooms use

If you don’t want to do any of that a more expensive and probably more complicated way to do it would be to do a line trace from the corners of the room and get the length to the hit… and make a mesh that is that big

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Thank you so much! This is exactly what I needed! I probably could have figured it out on my own, though… :sweat_smile:

By the way, this is the exact video I followed to create the procedural dungeon.