Hello friends,
a few fellow programmers and me are in the process of creating a mostly procedurally generated cross-platform game. Our basic architecture has a persistent level/world, which consists of several sublevels, which in turn consist of rooms that are divided into tiles. All procedural generation is (or rather, we would like to have it) handled/called in blueprint construction scripts. Now, we plan to use precisely one seeded random stream in order to have reproducable worlds, and what’s basically missing is some way to pass a reference to the random stream between the persistent level and the corresponding sublevels. As our rooms are modelled through actors, we can use the “Expose on Spawn” feature on SpawnActor calls for referencing between levels and rooms, however, i have not been able to find such a feature for levels. Question 1: Can this be done through blueprints, and if so, how should i go about it?
We do have a workaround in place which leaves the construction script unused and has a manual ‘init’ call after a reference has been set, however, i feel like there has to be some other way to accomplish that if only for consistency reasons.
On a related note, we have randomly placed entrances and exits for each level, and need to access those locations from other level blueprints in order to ensure connectivity. Question 2, once again: How would i go about this? Gamestate seems possible, but feels wrong…
Help is much appreciated,
thanks!