I’d like to make a dungeon style game, and all of the “boxes” are basically the same, and the player walks between them (Zelda style). I used the 3rd person template, and split the walls so that there are “doors”.
Here is the room before I do anything:
I was thinking of having variables like “DoorOpenTop”,“DoorOpenBottom”,“DoorOpenLeft” and “DoorOpenRight”.
I highlighted them, and converted to a blueprint so I could re-use the base of the room. My idea was to just drop these in, and decorate each one individually.
I highlighted everything, and selected to convert it to blueprint using StaticMeshActor as the parent…
Problem 1: But now, everything is pretty much set in stone - I’m finding it difficult to make any changes at all, like if I want to continue making modifications.
Problem 2: I’m not sure how but wanting to make sure I can tile these rooms using map data, and somehow set the door states based on the rooms the rooms that are connected. I think I can do this if I just have the Level set the variables for each room it stamps down (which will be based on a map).
I’m running into a lot of issues, and I’m not real sure my approach is correct using UE5. Can someone please offer advice?
Just to clarify, I’m not really asking how to do these things specifically, but for example, not sure whether to make them each a level and do level streaming, make it one giant world and literally generate as rooms are discovered, etc… making the “proper” use of the engine.
I stumbled on using StaticMeshActor as the ancestor class, for example by accident.
Thank you in advance