S. Krezel - Procedural Asset Creator

Yes, the recipe-based implementation is the thing that I’ll probably try soon. So the workflow would be something like that:

  • dev creates asset generator with current workflow, setting up all the parameters that will be available for players to use
  • recipe data can be saved to e.g. a data table
  • in game, you can load a recipe and it will have all the exposed parameters so players can modify them easily. Exposed parameters from selected recipe are loaded into “Asset Designer” UMG widget.
    … + I think it’s also possible to expose shape splines for players, since all the mesh generation in Procedural Asset Creator is based on spline shapes. I’d need to implement some kind of in-game spline manipulation sytem, it shouldn’t be too difficult.
  • the result is a runtime-generated Procedural Mesh Component.

Example use case: Players can forge custom swords in game, easily controlling shape, length and many other parameters with splines and scalar/bool parameters. Or, use an alchemy lab to design custom-shaped potion bottles, grow custom plants in their botanical lab, and so on…

… Now, there’s the last thing: Collision. Procedural Mesh Component can have an automatic per-poly collision, but that’s usually not that good performance wise. So ideally, it would need an additional system that automatically creates collision capsules/spheres/boxes based on asset bounds. Or maybe let the players control all the collision shapes manually - this should be easier to implement, also giving more control for players.