Doing a project for school and my goal is to have a new procedurally generated maze/map for each match the player does in a mutliplayer couch-coop type thing.
I’ve gotten the maze/map to generate just fine, but when I go to spawn the player, it spawns outside the area.
The spawning location of the maze/map is 0, 0, 0 but it does not spawn EXACTLY at this mark but uses it mostly as a guide, per say.
So even if I use get actor by class and location, the location will always be 0, 0, 0. I even tried taking that position and adding 200, 200, 0 to it, and there is still a strong chance I spawn outside the zone.
How do I go about ensuring that the player spawns within the maze/map?
I am using Blueprints in 5.3
what are you using for the floor of the map… paths the player can walk? Are the floor tiles separate actors? If so, you could use them as a starting location for a custom spawner.
Implement this logic in the Game mode.
General idea is get a floor tile world location. Add n cm to the Z axis. This will be the spawn location.
So the floor is tiles that the generator builds. They are a static mesh.
I am using the Dungeon Generator plugin.
When you implement the map, it generates columns and rows and the number of rooms you want to spawn.
The default floor tiles spawn as 500 and have no offset.
It generates properly that way.
The blueprint I am using is an actor of the generator class.
From my understanding of the “How to Use” document the designer released, you make an actor, and in the Event Graph, do a BeginPlay to the Plugin.

I tried to figure out how to grab any random static mesh that the generator produces, but I also haven’t had luck there.