Hi everyone,
First off, thank you for all the help! I am new to Unreal engine, as well as the Unreal engine forums, so any help is much appreciated. I am trying to procedurally generate a cave using blueprints, and actors and meshes that my team creates. I am testing out the blueprint logic with in game meshes such as couches and lamps (hahahaha).
Here are the blueprints for my “cave”:
My theory to procedurally generating this cave is to have an array named “Walkthrough” filled with all the possible options for cave pieces. I then have a for each loop, and it loops through the array of actors. For each actor it should add a static mesh. I want to use the static meshes that are attached to the cave pieces, but I only figured out how to apply one mesh to all of the pieces. And it had to be a mesh that exists in the original program without any editing. After each piece is created, I attach the next piece to the previous one, and position the pieces.
Here is my attempt to do the generation using couches instead of cave pieces
Overview of problems:
- I don’t know how to get the position of the couches to move through drag and drop. No matter where I spawn the cave blueprint, the couches spawn there
- I don’t know how to get blueprints to let me use a variety of meshes that I choose, I can only figure out how to pick one mesh that is inherent in the program.
Any help would be much appreciated. I am open to both tips/solutions to my problems, as well as any other ideas on how to procedurally generate a cave.
Thanks everyone!