Procedural level generation + streaming in c++
i have a 'little' problem where i don't know how to proceed. I'm working on a game which wholly relies on runtime procedural generation. (Starting the game will calculate the game world/levels, code inside GameMode works fine)
What i can't figure out, is how to add streaming levels to my world. Level generation is not the problem, but i would like them to be streamed, since i have multiple floors. The floors themselves can be quite big, so my ultimate goal would be to divide one floor into multiple parts too, but floor by floor is more important.
An UWorld is not an ULevel, so you can not just save/load or transform between them. If you use streaming volumes and out-of-the-box level streaming all will be handled automatically.
While I guess you are not seeking for adding level in editor rather than in runtime. For a more procedural approach of levels you can use the BP node
The bad news is that the method is not available to C++ because it's exposed as the
Regarding when to generate the level I generate the data in the server (GameMode could be a good place, depends on your game though). Once you know what to generate you just send that source data to each client and sync the world generation. Same applies for a SP game where you just load/save the source data used to generate your level.
answered Oct 10 '16 at 01:26 PM
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