January 25, 2015, 5:41pm
There are basically two ways of doing procedural content creation, the first one is to create all from scratch even the geometry and the second is to use pre-made content and spawn it in the map applying procedural algorithms.
Some info about both techinques:
Wiki post about procedural mesh generation:
A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums
Official training video about procedural content generation using static mesh instances:
The first technique will also require to spawn your procedural content on the map though.
EDIT: I’ll resolve the issue for now. If you need any further assistance just open it again and I’ll be glad to help you out.
Hey, sorry for my english. I’m french.
I want to create a system with blueprint to make a island with procedural generation?
Thank’s you for help.
Thank’s for the answer, i want to use only blueprint and i have look “3:30pm ET - Training - Procedural Room Generation - Live from HQ” but i don’t know how i cam make a map a big map with some layer.
Like 0 = water; full
1 = sand;
2 = grass;
And all layers looks like an island.
January 25, 2015, 7:10pm
There are many ways on doing layers, you can do it just block-based like in minecraft or really creating different types of ‘tiles’ that represent water, sand, grass, etc.
This wiki has a lot of information about most of the techniques used, you can implement them in blueprint.
January 26, 2015, 11:18am
yes just store your hightmap data and then use it as a source for your procedural generation.
January 26, 2015, 11:10am
I have hear “perlin noise” You think i can create aleatory heightmap and make it like minecraft with block?
March 11, 2015, 12:22pm
Do you need further assistance on the issue?
The link to the second video is dead. Is there another source for that?