I don’t know if this is a bug but will tag it like so, I don’t wanna do a bug report due to the extremely slow response, the general complexity of a report, the fact I don’t wanna share project files, go through the arduous task of remaking a project with random streams to even attempt to test something like this. And the fact it’s by and large; hidden from the community.
I’ve been working on a dungeon generator for the past few weeks and by far the hardest part is getting my thing to work with random streams.(Which should be simple I literally just want to pass along a user set seed into my dungeon gen function.)
I already had it finished for months, I’m merely updating it to improve it and instead of it being pure random I wanted to update all the random gen numbers to derive from a seed, simple right? Wrong. It is not that simple.
You thought you could just get a seed from the date/time and then cast to the bp that generates it, create a stream variable from that and then pass by reference into the dungeon generator and fill in all the random ints in range to use a seed? That is stupid and will never work.
Instead the seed will generate similarly enough, that I thought it was working. But it instead has a few “sets” it will go through for each seed.
Say I set the seed to “0” and then everything generates ‘x way’ for the first n tests, but then it will generate ‘y way’ which is completely different, then it will generate ‘y way’ for a while and then flip back to ‘x way’.
I don’t know why the function choose a couple different ways to generate per seed.
It is just being passed by reference into the function, it is being set in a different bp by the player and then the dungeon generator function casts to that bp, gets the stream, and promotes it to a variable.
Am I completely misunderstanding seeds? I was under the assumption they could produce “predictable random”. Any help appreciated, I can’t really show code as it is quite expansive but feel free to ask for a specific part I could chop out for you.
Edit: The seed is not being changed anywhere order of ops is thus;
- Seed is set by player or date/time if none is chosen.
- bp with seed is casted too and the seed is promoted to a variable.
- seed goes into dungeon gen function(pass by ref)
- seed goes into each collapsed graph for every part of the function.
Some graphs work with it passed as ref some don’t, it seems to be entirely random and some functions generate the same stuff for each seed and some don’t. Hence the reason I think it’s a bug, but I want to see if anyone else has ideas as to why this may be happening like this.
Edit: Over 2 months old still no answer. Streams absolutely will not work in some functions for no real reason besides “no” passed by ref or not some do work, some don’t. Any help appreciated I can’t advance my level gen until this is solved.
like millionth edit: Still having this issue, bump? There’s no way I’m the only one having this issue random streams are so integral to rng that there’s gotta be someone else dealing with this not translating to functions for 0 reason.