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How can I create a level from a selection of tiles (Actors that are just different floor tiles) and set them in a 12 by 12 grid?

Hi everyone,

  I'd like to apologize for my lack of experience in advance. Please bear with me.  What I want to do is use a few different actors (Floor tiles, Pits, Fire Tiles, for example. They are separate FBX files) and create a level that could be essentially randomized. While watching the "Getting started with blueprints" video series I was able to follow along and create a loop that creates a set of 12 tiles in one direction. I think that all I need to do is make an exact copy of that loop and just offset it 11 more times for it to be a 12 x 12 grid. However, I'm not sure how to do that... or even if that's the best way to accomplish what I'm setting out to do. I've attached an image of the loop that I'm running right now. Does anyone have any suggestions?

Thanks in advance for any help you can provide!

  • Alvin!

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asked Aug 13 '14 at 02:42 PM in Blueprint Scripting

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Hi AlvinKPollard,

A good place to start would be to look at how the Blueprint Puzzle Template works. The tiles that light up on click are procedurally generated and you can easily change the grid size from the blueprints Details panel.

Another good place to look is Zeustiak's Map Generator. It's very complex but he goes into detail on how he created everything.


I hope that helps, TJ

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answered Aug 13 '14 at 07:57 PM

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avatar image AlvinKPollard Aug 13 '14 at 08:44 PM

Thanks for getting back to me so soon TJ! I really appreciate it! I am trying out your suggestions right now. I am pretty sure this is exactly what I needed but I'll let you know what happens!

Thanks again!


avatar image AlvinKPollard Aug 13 '14 at 09:59 PM

Alright! So far I think I'm on the right path. I took bits and pieces from both the "Blueprint Essentials - 10 - Using Loops : Procedural Level Design" Here and the Blueprint Puzzle Template you mentioned to get the effect I was looking for. I need to look at the link you provided to me a bit more before I attempt to sub-in different meshes and generate a totally procedural level. alt text

Thanks again TJ!

  • Alvin

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