Specific Infinite Procedural Generation

Hello ! I’m new to unreal engine and I have a very specific question…
I want to create a game (Low-poly style) where the world is infinite and procedurally generated (like in minecraft with different biomes). I didn’t find any tutorial for what I want to do :
I want the player to create a world, and he spawns in a “Safe zone” (procedurally generated). This zone will be saved in memory. When he get out of the safe zone, the world is procedurally generated and when he get far from a previous chunk, the chunk gets deleted. So when he returns from where he came, the chunk will a different one. Then randomly the “safe zone” appears again (and the safe zone is the only place that doesn’t get destroyed.

If anyone knows some tutorial or whatever that can help me for one or multiples of the following features I will be forever grateful :

  • Generating a real time tiny procedural safe zone that will be saved in memory and appear randomly
  • Generating a real time procedural world with several biomes that destroy chunks when you get out of it
  • Create, save and load a world
  • Make that between chunks there is no height problems (like a height -3 next to a height 7)

I’d really prefer to use blueprint because I really don’t know how to code in C++

I’ve really did my best to find a way to make all of this by myself but it is very difficult… otherwise I wouldn’t have asked !

Thank you so much for your precious help and time !!!

Those are a lot of different functions.
Nobody will write your game entirely for you.
The best option might be to figure out one very small piece – say, “player spawns in a single place, and that place has 5 randomly placed rocks” – and make that work.
Then start expanding the game from there, and look for help for each step along the way.

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Yes,
I think I didn’t asked my questions the good way. My english is really not perfect :frowning: sorry
Of course I don’t want someone to write my game, I’m just asking if someone knows tutorials or documentation for the mechanics (or quite similar thinge) that I wrote in my initial post, so I could know where to search and the keywords that could help!
Sorry for the misunderstanding and thank you for your response

Ps : in my game the player, for the moment, start in a tiny land i’m looking for generate something procedural around it

Do you think I can reproduce tutorials where they make procedural dungeons and replace rooms by thousands of terrains made with the help of something like perlin noise? The problem is the edge of these terrains it may not match…

That, in itself, is a pretty big challenge. Maybe the easiest way is to add a terrain layer that’s runtime editable, and then generate your noise into that. There should be tutorials for that if you search for those keywords.
To make the different terrain textures line up, your “random noise” function has to know about the edges and what to do there. There are many different options, all of which have tons of older research in the heightmap community (not unreal specific.)