zlug
(zlug)
August 25, 2014, 12:33pm
19
Hi zlug,
Your instructions work great for a Level Blueprint.
However, I got a little stuck at the last part of your instructions : ‘4. Prepare Level Blueprint’ when trying to initialise the forest from a class blueprint.
is what I did:
(1) open class blueprint (e.g. the character controller Blueprint from the FirstPerson example project)
(2) create StartForestObj variable of type :StartWorker_C
(3) dragged the StartForestObj variable into my class blueprint graph
(4) dragged a wire off StartForestObj to access –>[Call Starters]
(5) added event begin play to [Call Starters]
(6) compiled and a clicked play.
However, nothing happens.
Is there a different setup required for a generating a forest from a class blueprint?
By preparing level blueprint i meant one: and you just call function Call Starters on a object that is responsible for creating the forest that you placed in your map.
BTW, a simple 1D perlin noise is a great way to make a patchiness map for something like , so that you get patches that are a bit bare and such.
Then you can add a second layer with the noise layer inverted and add smaller plants and shrubs or grass to it to make it so the patchy areas are covered in smaller plants.
Sounds intresting, thanks for the info.