[VIDEO] Semi Automated Procedural building system in Unreal Engine 4.0

A big thanks on that part. I really did not know Nodes had property like that. I just saw this similar solution in the Answerhub. I guess JamesGolding was right all this while. It was noob of me to missed that entire bar on the left.

Yes it is done entirely in construction script but with many layers of function. I’m happy to share the algorithm. But it’s actually a simple system. The “Click to Re-generate” button thing is a workaround I did because blueprint don’t allow spawning a ‘button’ on the object property. Essentially I split the functions into 2 part.

1)A one-off running. Determined by a checking of a var. If the var is checked, this entire tree will never be run again when construction script runs. However, if I uncheck this var, this part will rerun, and subsequently boolean gets re-checked. Basically everytime I Unchecked the boolean, this part will run and automatically re-checks. I use this section for things like randomizing materials and windows. This is a critical part of my system because if the walls are green, the static lighting will build it as green, and if the building is spawn as blue it’s going to look VERY wrong. Everything in this section only affects modifying of public vars.

  1. Spawning stuff tree; needs to be run every single time so that it keeps checking when the mesh gets moved around. Also this needs to be run so window will be generated when the game launch.

it’s a boolean that gets checked AFTER I randomize the stuffs, so after the boolean is checked, any further running of construction script will NOT run this section, and when I uncheck it.

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