So I’m trying to make a procedual level just like what is explained in the first part of this tutorial:
[Procedual room generation][1]
Most of it is taken from the tutorial. What I’ve added was a string to set the name each instance. Then I’ve added a “create Instance” node and added the “get streaming level” which I did by dragging my level stream from the “levels” subwindow into the blueprint. I hooked that and the string to the “create Instance node” and added a “level transform” referencing the generated instance and the transform calculated for each tile of the level.
Do you have scene components in your persistent level where player starts?
You probably need to load first level where player starts in the construction script so it is loaded by time player spawns then streaming levels should work as needed from there
I don’t see where you actually load your level instances. LevelStreaming object returned by CreateInstance node has two properties you need to change: ShouldBeLoaded and ShouldBeVisible need to be set to ‘True’.
That setup just spawns two levels for me, not six.
This what I have so far. Video
The issue is the create instance node does not want to create a new instance of a level that had an instance created before. Only if I were to unload that level it creates the instance.
Thats super weird, perhaps a bug? which version of UE are you one, I am 4.8.3 on OS X. I can spawn any combination of levels, I did the alternate ones just to show that its working with more than one level and repeating them.
OK in your version of my BP, you need to hook up all of the SET nodes to the return value pin of the Create Instance, so they operate on the instance that you have just created
What are you doing here does not make much sense. You are Loading a level and then creating another instance of the same level. What you should do is to create level instance with unique name, set level transform, and than load that instance using LoadStreamLevel with just created unique name for your instance.
Thats the point, its to instance the same ‘room’ multiple times without re-loading it. It could be done with BP’s per room but the OP wants to use levels.
Yes, I will have to use full dynamic lighting, the first video showing how to make such random levels in the first place shows how to do it efficiently.