Training Stream - Procedural Room Generation - Jan. 6th, 2015

Hey Mindtrucks,
It really depends on what you’re looking at doing, but, primarily, you’d want to modify the following Events in the MainPlayerController:

  • TileClicked
  • Getting Nav
  • UnitClicked

And on Unit

  • Move Unit

Or create your own Unit Blueprint Class (as the ones I made were Pawns and not Characters, so they have no movement component if you wanted to use the NavMesh)

Speaking of NavMesh, you’d have to generate a NavMesh Volume around the play area, and set your project NavMesh setting to rebuild at runtime. You could then get rid of the A* nav Blueprint.

OR if you really just want to have the world generated and spawn your own things, only keep the top bit of the MainPlayerController (Tick, WASD, Zoom, Begin Play). will leave you with just the light moving around the cursor, and movement controls. Then in the TBS_Game Blueprint, you can break the execution connection from GridComplete Event to the Set Rooms node. will stop the Unit Manager and A* Actor from spawning, leaving you free to insert what you want there to handle unit creation.

If you have any specific ideas of what you’d like to do, I can also get more specific on what you’d want to cull/re-purpose.