So I’ve been playing around with procedural generation the past few days, attempting to make the level get from point A to B with enough room to explore in between, and frankly right now its a mess of branches, booleans, and a lot of my own person sadness.
It makes the script very very hard to look through, and frankly it’s rare that I’ll get from Point A to B.
What I wanted to do was have the blueprint place part 1, then from there figure out that it can use X Y and Z there, and then continue off those branching paths correctly placing new pieces at the end of each part?
Below is a rather gutted version of the gobildygook that is my current set up, it doesn’t know what part is where, and frankly likes to block itself off.
So the short version. Is there any way to get my blueprint to recognize what part it put down last, and realize the branching paths off of it that need to be filled in?
Thanks for any help in advance.