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Looking into static mesh instancing. Or roll your own mesh component class ie. Look at CustomMeshComponent or CableMeshComponent plugins to give you some examples.
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You could try: Have a predefined NavMesh volume with build at runtime true (Project Settings under Navigation). Otherwise you would have to use some C++ to rebuild the Navigation data after you have loaded your procedural data. (If thats possible outside the editor ie. packaged game)
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Dynamic lighting will be the only solution, you cannot build lighting during runtime, nor would you want to (Building lighting can take a long time depending on complexity and such)
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Blueprints are the way to go for prefabs.
Hello,
I hope this is the right place to ask:
for the Dungeon Crawler Game I am currently working on I want to randomly generate the Level. I allready have an idea how I want to approach the generation process itself, but need some input on how to do certain stuff (perefered in C++):
- What is the best way to place large amount of static meshes so it does not affect the performance ?
- How do I generate a NavMesh for my generated Level?
- How do I handle lighting? Is there a way to build lighting at runtime?
- Is there a good way to create prefabs in UE4? For example, I want to precreate a full room, that contains a Quest NPC. The room then is intergrated in to the randomly generated dungeon. A room can consist of multiple static meshes, but also Blueprints.