Procedural World Generation UE 4.27

Exactly, these are just test models I rapidly used for testing. I create any Blueprint Actor and create any “piece” I want, and add Capsule Colliders to act as connection points(I learned that you could get a BP’s components). By using this method I can create a whole bunch of different levels that don’t even feel like a dungeon but a generated landscape! And as you have mentioned it is a lot easier to implement and change.

Thanks so much for your help too btw, you got me find my own answer as well as learn a lot of new stuff :slight_smile:

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