Hey everyone, I could use some help debugging my maze generator BP (BP_MazeGenerator
).
The setup:
MazeGrid
should mark paths as 1 and walls as 0.GenerateMaze
is supposed to carve paths by setting cells to 1.SpawnMazeMeshes
then spawns floors on path cells (1) and walls where it’s 0.
The issue:
MazeGrid
stays all zeros → walls spawn everywhere, no floors appear. The generator terminates immediately because GetUnvisitedNeighbors
returns no neighbors from the start, so the stack empties right away.
I think the bug is either in the logic that updates MazeGrid
or the neighbor-checking code. I added print statements, but still stuck. If anyone could take a look at my Blueprints, I’d appreciate it:
- EventGraph: https://blueprintue.com/blueprint/\_djx3e_6/
- GetUnvisitedNeighbors: GetUnvisitedNeighbors (function) posted by anonymous | blueprintUE | PasteBin For Unreal Engine
- InitializeMaze: InitializeMaze (function) posted by anonymous | blueprintUE | PasteBin For Unreal Engine
- GetGridIndex: GetGridIndex (function) posted by anonymous | blueprintUE | PasteBin For Unreal Engine
- GenerateMaze: GenerateMaze (function) posted by anonymous | blueprintUE | PasteBin For Unreal Engine
- SpawnMazeMeshes: SpawnMazeMeshes (function) posted by anonymous | blueprintUE | PasteBin For Unreal Engine
What is causing the issue and how can I fix it?