I need to do a lot of procedural generation. For example, generate a 10x10 grid of tiles, and randomly destroy a bunch, but make sure there’s always a path to other side. I’m a programmer, I know how to code this, but I’m not sure how this works with unreal editor!
I put this in “Blueprint Scripting” section because it would be sick if blueprints could handle this, but I’m assuming this is C++ territory?
Here’s a link to our Blueprints documentation that can help with Blueprint questions:
You can also take a look at nodes in Palette tab in Blueprint Graph Editor (Window > Palette if it’s not already open). Under Library, you can investigate all available nodes and get a brief description from a tooltip by mousing over.
best way to get familiar with Blueprints, though, is by experimenting. Have fun!
I want to make a blueprint that generates infinite procedural terrain(when I say infinite I mean I want it to generate as you get close to it and destroy itself behind you so as not to wast memory), I heard Perlin Noise is good for this but I have no idea how to even set positions of vertices in blueprint let alone change their position with a formula. does anyone know of any tutorials/ documentation that would be useful for this?
This is a start however what I would really like to see in a game would be realtime 3D fractals! For this ill have to look into mesh generation in UE4, if anyone has any other ideas on how I could go about this let me know!