Hello, I could definitely use some assistance/direction.
I’m attempting to do an on runtime level generation for a procedural map. I was told not to use PCG, and I was told not to have a room per blueprint.
So I’m working with Packed Level Actors now. What here I’m just working on and testing with placeholders for the actual full length system.
The problem that i’m having as you can see in the screenshot below is that when the BPPs are spawned in, I can’t get them to snap quite right.
The setup for them is this:
I have cubes setup in the doorways to act as “snap” points.
I’ve tried using an attach actor to actor, component to component, actor to component. None of which seem to work the way i need. Since its snapping the pivot of the BPP to the target connection point, which the pivot is in the center of the BPP, its not in the right placement.
So I decided to manually calculate. and thus is another conundrum.
I can handle one room. but having the auto generation iterate through spawning more rooms becomes a problem.
This is the calculation blueprint here:
I’ve tried to handle the calculation a couple different ways. Right now i’m too tired to list them all out.
But if someone has an easier and better way, or just better overall. i’d appreciate the help and guidance.
For reference as well, I’m looking to have multiple different types of rooms with 1-4+ doors and potentially multiple floors (upper and lower) And if it helps to understand scope, i will be adding locked doors with trigger sequences and key items.






