Maze Creator is now live! This is the support thread, so if you have any questions or comments, don’t be afraid to ask
Marketplace page: Maze Creator in Blueprints - UE Marketplace
Misc Q&A:
Q: Does this package work with multiplayer?
A: Yes. When spawning a maze, make sure you spawn it on every player, and make sure each player uses the same seeds for the maze. Here is an example setup: http://puu.sh/nTWhP/bcc8e5773e.png
Yes, the Maze Spacing is for differently sized meshes. The Maze Spacing should be the X size of the mesh, minus 10 (410x10x100 mesh will fit perfectly with 400 spacing). You could also adjust the scale where the components are added, but that will stretch the materials, so I wouldn’t recommend it. Hopefully that answers your question Just keep in mind that increasing something like the width of the mesh will mean you will need to decrease Maze Spacing so that it all aligns perfectly.
Thanks i can know enlarge as i want the path of the maze, it work.
i have another question, now i am trying to add a navmesh volume, i think there is a problem with the “walls instanced static mesh” components of the maze because the navmesh isnt blocked by the wall, but if i had static mesh manually inside the scene then the navmesh detect those walls
here is your maze, i added a navmesh boundvolume
and here is how the navmesh should detect walls but it doesnt seem to detecte maze walls (i added 3 walls manually)
Instances work fine with navmesh, make sure that collision is turned on for the maze, you should also move the maze a unit or two to make it refresh. As you can see, navmesh does work with the mazes:
Thanks for your purchase, and I’m glad you are enjoying it Usage is fairly straight-forward, so I didn’t think of making any tutorials You really just drag the maze blueprint into the level, and then set the properties in the details panel, or spawn it using SpawnActorFromClass. Were there any things in particular you were wondering about?
You can set the indices of the start/end points in the details panel of the maze, or when spawning the maze. As far as linking mazes together, you can just place/spawn them so that their start/end points link up, but merging mazes is not possible.
How or where woudl I place this ‘get cell’ function at? I added it to the function list in the MazeCreator, sorry for my newness but how would I utilize it to spawn in an actor or prop? Where does it get called?
You would just use this function wherever you’d like, though you may not need to use it at all. To spawn an actor, you would really just use the ‘Spawn Actor from Class’ node, no different than anywhere else. That function is just handy in-case you want to get the location of a certain cell in a maze. A cell is just a square in the maze, as a maze is really just a grid with a path carved out in it. @drarem
Looking at working on Culling from Viewport, since these are Dynamic, Ive found there is no way to use a Culling Volume to cull them from viewport when they are unseen. Do you have any Suggestions or Ideas/Comments on this? Im looking at trying to make a Maze roughly 100x100.
Is there a way to have this just Generate the Meshes in a Static Fashion, without them being Dynamic Meshes? I could then utilize the Culling Volume.
Contact me back on this. I`ll Contact you via Email as well.
Hello JonFive, I also replied to your comment on the product page:
You can try ‘GetPlayerCharacter[0]-> Teleport’ as a quick hack (Using a real reference to your character is better), and then input the maze start location.