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This LevelGenerator creaters Actors with StaticMeshes and puts them in a Level on a Random Location.

You will be able choose The Mesh, Scale, Frequency, Material and more from a DataTable.


A example Level (and how to use) can be found on Youtube:

https://www.youtube.com/watch?v=FpRHBom8yyk

(Collision Method and Rotation can not be seen in the Video but it is part of the plugin datatable. So you can set a Random or fix Rotation and also choose a CollisionMethod)


Or check the Documentation:

http://wiki.teufel-engineering.com/


The DataTable includes:

class UStaticMesh* Mesh; // Change the Mesh of the Actor

FString Name; // Create a Name

FVector Scale; // Scale the Mesh

FVector RandomRangeMinMultiplier; // X, Y, Z Min Range till the next Actor will Spawn

FVector RandomRangeMaxMultiplier; // X, Y, Z Max Range till the next Actor will Spawn

int Frequency; // How often should the Object Spawn

FVector AbsoluteOffset; // X, Y, Z Offset in any direction

UMaterial* Material; // Choose the Material

bool IsMoving; // Should Actor Move? Yes -> True

FVector MovementSpeed; // X, Y, Z Speed in every direction is chooseable

float MovementRange; // Which Distance to move (after reaching the Object moves back)

ESpawnActorCollisionHandlingMethod CollisionMethod; // Choose Collision Method -> AlwaysSpawn + 3 Options if Collision occured

FRotator RotationRange; // Choose the Range which Random Rotation should occure (Pitch, Yaw, Roll)

FRotator AbsoluteRotationOffset; // Every Component will have this Rotation (Pitch, Yaw, Roll)



Steps to Create a Level with a DataTable

  1. Create a Blueprint out of the Classes Component and ComponentGeneratorGameMode (In Example they are called BP_Component and BP_GeneratorGameMode)
  2. Create a DataTable and choose ComponentData as Table Template. (you can finde my table in All\Engine\Plugins\RandomLevelGenerator\Content\RandomLevelGenerator\Blueprints\Actors\DT_ComponentDat
  3. Choose the Table in your BP_CompGeneratorGameMode
  4. Choose your ComponentClass (BP_Component) in your BP_GeneratorGameMode
  5. Fill the Table (for Example DT_ComponentData)
  6. Choose the GameMode (for Example BP_GeneratorGameMode) in the LevelEditor and Start the Level


More Work from me: https://www.unrealengine.com/marketplace/en-US/profile/Silvan+Teufel

Technical Details

Features: (Please include a full, comprehensive list of the features of the product)

  •  Component (Parent Class)
  • ComponentGeneratorGameMode (Parent Class)

Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))

  •  RandomLevelGenerator [Runtime]

Public Dependency Module Names:

  • Core, CoreUObject, Engine, InputCore
  • HeadMountedDisplay, NavigationSystem
  • AIModule
  • UMG

Number of Blueprints: 2 (Based on C++ Parent Class)

Number of C++ Classes: 2

Network Replicated: No

Supported Development Platforms: Win10/11

Supported Target Build Platforms: Win10/11

Documentation: https://github.com/SilvanTeufel/RandomLevelGenerator_ReadMe/blob/main/ReadMe.md

Example Project: https://www.youtube.com/watch?v=FpRHBom8yyk

ST
Silvan Teufel
All Assets by Author
4.83 
Platforms Windows 64-bit
UE Versions 5.0 - 5.1
Tags LEVEL GENERATOR, LEVEL, NoAI, MATERIALS, LEVEL DESIGN, BLUEPRINTS, CODE PLUGIN, LEVEL DESIGN TOOL, CODE
Release date 26.10.2022

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