Hello everyone, I’ve been busy past couple of weeks to make a nice workflow for making procedurally generated content for my infinite runner on Android. The game plan is simple, based on the location of the controlled pawn, I spawn multiple blueprints of landscape. However inside these blueprints I can’t use any of the level build tools (terrain, foliage etc.) and I can’t copy the foliage to my blueprint, so I tried to find a similar functionality outside of Unreal Engine 4.
Inside Blender is a particle system to create foliage (in hair mode). I can apply the density using weight paint so I thought I had the solution; by creating a complete scene in blender, and then import the complete landscape into a blueprint.
But if I do that, I get overlapping UV maps… In order to fix that I need to convert the whole particle system into separate meshes and then create one UV map for the complete scene.
Doing that all the time is impractical, because I will be making a lot of adjustments in time (obviously).
The other solution would be to place all the trees, rocks and grass by hand, which sounds even more impractical.
I could also spawn all the trees, and rocks with blueprint scripts, but that sounds like a big performance problem for mobile development.
Is there any way to use these level building tools inside my blueprint? Or should I make up my mind and stop trying to make procedurally generated content, since Unreal Engine is not made for this?
Here’s a screenshot of a blueprint chunk that I would like to fill up with trees, rocks and god knows what else: