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How do I procedurally generate a Level?


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++):

  1. What is the best way to place large amount of static meshes so it does not affect the performance ?

  2. How do I generate a NavMesh for my generated Level?

  3. How do I handle lighting? Is there a way to build lighting at runtime?

  4. 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.

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asked May 09 '14 at 01:34 PM in C++ Programming

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  1. Looking into static mesh instancing. Or roll your own mesh component class ie. Look at CustomMeshComponent or CableMeshComponent plugins to give you some examples.

  2. 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)

  3. 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)

  4. Blueprints are the way to go for prefabs.

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answered May 09 '14 at 02:08 PM

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