I would very much like to make a game that is a jigsaw puzzle in which I can use a blueprint to automatically chop up an image into various piece counts and then randomly position and orient the pieces across a table/surface. As for solving the puzzle I would like to be able to make sure that each piece can snap/merge to it’s corresponding edge on other pieces and become a moveable unit. I don’t want to rely on snapping to grid positions as I enjoy the puzzles in which the pieces are free floating until the puzzle is solved. I have seen many great implementations of jigsaw puzzle games out there with all of the options I want (and more) so I know it’s possible… I just don’t know where to start this in UE4. I had some ideas on how some of these scenarios could work logic-wise but not sure how to implement them or automate them and don’t want to re-invent the wheel. I searched for a while looking for tutorials on creating a puzzle game and then more specifically for specific elements/scripts I though might be useful for implementing my logic ideas but I couldn’t really make progress.
Here are some ideas I had:
-Using SubUV to chop up an image for the material. (But then how to apply each chunk to the appropriate puzzle pieces?)
-Using material masks/alpha to chop out the puzzle shapes from the square UV chunks (But then how to make sure that the edges/shapes correspond to their alternate edge on the adjacent piece)
-Using joints or sockets to create snapping points for the edges to snap/constrain to when placing them. (But how to automate creating said sockets on each edge and uniquely identifying which edges should snap to which others?)
I had some other thoughts but I’ll post this for now and see if anyone feels helpful. Any advice or thoughts on blueprint scripting would be greatly appreciated.
That’s one step down I guess once I test it. Now I have to sort out those other problems. Getting jigsaw shapes, IDing which edges snap to which other edges and so forth.