I want to make a game where simple rooms (floor, ceiling, four walls, maybe a few other things) are procedurally generated as you walk from one area to the next. I also wanted to have a feature where walls and other objects can be deleted when the main character is not looking at them (I would be using a First Person camera). I have been impressed by the blueprint tutorials on YouTube (the procedural generation one among them), but I was curious if anyone had more specific advice regarding more complex procedural generation.
Also, I don’t know how to make a sort of “main loop” in blueprint that checks what the player can see and identifies all the other blueprints (walls) that the player can see. I was also interested in the walls being able to have complex behavior like moving, so they wouldn’t be just meshes, they would themselves be blueprints.
The main reason I ask this question is because, coming from Unity, there seems to be a good amount of stuff here not available to the blueprints. For example, in the First Person demo, I can’t figure out where to modify the Player (or PlayerController) so that the artificial arms don’t show up. It’s not in the Player blueprint. So how much of this stuff is hidden? I should be able to tell that mesh to not show up without deleting it in my content browser but I don’t see how it’s available in the blueprints.
Also, I know that UE4 likes to rebuild lighting whenever I manually place walls/stairs/etc. So it seems like procedurally creating rooms like is not going to be something that UE4 “wants” to do, if you know what I mean, like it isn’t meant to do this kind of thing. Any thoughts?
Thanks so much for your help.