Procedural Dungeon Generation

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Revision as of 21:52, 14 January 2024 by Talad (talk | contribs) (Talad moved page PCG Procedural Generation to Procedural Dungeon Generation without leaving a redirect)
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  • You need to position your initial volume with snap to grid 100, otherwise if you are in non step position you will get a different number of points generated.
  • We need to use Transform Points to move the offset of our generated points back to the 0,0,0 position of our volume. In our example we had to use 50,50,50 as both min and max offset.
  • In the chart we use:
    • Get Actor Data -> Volume Sampler -> Transform Points -> Static Mesh Spawner
    • Volume Sampler has 100,100,100 for Voxel size
  • If you want to do it in an actor, you need a Collision Box inside the actor , so the engine can determine the overall actor size.