Greetings everyone! Unreal Engine beginner here. I have a question about a blueprint that I am working on.
I have been following REE ANIMATION & GAMING’s tutorial about Procedural Dungeons (see link), and it’s a blast! For the people that would not like to watch, the tutorial show a very good procedural generated dungeon rooms laid out.
I have successfully completed the tutorial without any problems present on the blueprint, and I wanted to enhance the Blueprint further by adding a bit of complexity like adding certain conditions for the rooms to be placed (or in my case “nodes”). Rather than rooms, I am trying to place some cubes next to each other on certain conditions (like if you see a yellow arrow, place a yellow node), until a certain area is populated.
In the new Blueprint, I’ve changed the arrows’ colors to indicate which color node could be placed there. And I’ve separated the arrow folders into “ArrowFood”, “ArrowWater”, etc. so that I can get the relevant arrow’s folder to get the ChildrenComponents. Now there are four folders that the arrows’ information should be fed.
I’ve done the relevant changes (hopefully), but I am having some difficulties to Simulate the blueprint correctly. I cannot develop nodes not more than 4-5, if I’m lucky. So basically, I cannot populate the region I am hoping for.
I’ve tried to debug, but rather unsuccessful about which part was wrong.
I would appreciate if you had any comments, tips and tricks, or any other additions that I am missing! Looking forward to your responses!
Here is the photo of the entire blueprint:
And here are some of the variations I was able to build:
Cheers,
orenlow