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Procedural layout of premade rooms

I'm deciding the best way to go about building a procedural level generator which connects premade rooms together. I can think of two solutions, though one is not ideal for content creation and the other I'm just not sure how to do.

The first idea is the simplest on the programming side. Simply have each room be a blueprint which contains the room geometry, with components for things such as item spawns. I'm well aware of how to do this, but there are a few issues I see with this:

  • Laying out a room in blueprint isn't nearly as nice as doing it in the map editor

  • Is it even possible to add other actors inside of a blueprint without manually spawning them in? Doing this isn't really required, but with what I'm working on there may be a need to add things such as kill volumes or nav mesh bounds volumes.

My other idea is a bit more ideal, but might not be possible at the moment. Is it possible to load multiple maps (with each map containing a single room) into positions governed by the level generator at runtime (possibly via level streaming)? Issues I can think of with this method are:

  • Moving level geometry into the correct position

  • Is it even possible to stream a single map multiple times into the same world?

I have no qualms about using either blueprints or C++ (the project is about half and half). Any help would be much appreciated. Thanks!


To clarify, I'm not asking how to go about the generation itself. I can come up with algorithms to generate level layouts on my own. I'm asking that, given a set of premade rooms, what is the best way to represent them to the engine (separate maps, blueprints, or other) and how to spawn those in when the level loads.

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asked Dec 22 '14 at 09:31 PM in Using UE4

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avatar image Rollocasual Apr 08 '16 at 09:58 PM

Im on the same situation , please help

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I think you could just have a blueprint spawn in, and then have it spawn other actors or not based on whatever conditions you set.

I don't believe the world browser has the capability to procedurally define where streamed levels appear from blueprint/editor, but you should be able to define it in C++. Rama added some nodes to his plugin that may do this but I haven't been able to test them yet, and it was brought up that his solution was not ideal. I am sure you could do something, though I don't know what or how.

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answered Dec 24 '14 at 12:48 PM

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avatar image redxdev Dec 24 '14 at 07:27 PM

Thanks, I'll look into what Rama has done out of interest but end up using blueprints in some form.

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