Haha no worries :) I have done a bit of voice over work before, but nothing too serious just some advertisements and explainer videos for some products. I had a few small jobs on some indi games but I cant even remeber their names any more. One time I even did the english dub for a wedding tape as the groom that was kinda wild haha.
you probably dont give a shit but if you are stoned like me during the covid times you can watch pretty much all the latest series on instaflixxer. I've been binge watching with my girlfriend for the last few days :)
On the top wall, when you multiply index with TileSizeY, delete the addition of 1 to the index, and add 400 to the make vector for Y. It will fix the problem of using a different Y tile size than 400.
Depends. For these videos I generate new rooms as the player opens doors. The room dimensions are designed based off the available space and if there isnt enough space for a full room its simply a corridor. For prefab rooms done in this way there will be doors that dont have enough space to fit the prefab on the other side. I would handle this in one of two ways. First way is generate the whole map at the start of the game and any door that doesnt have the space for a room on the other side remains locked. The other way is quite similar but is for generating rooms in real time. When the player attempts to open a door check the available space. If a prefab can fit then generate it and open the door, but if theres not enough space then keep the door locked and just tell the player the door appears to be locked. There is also a third alternative I’ve worked with but its a bit tricky. I made two room spawning points and rather than spawning the rooms so they connect the open door is actually a portal that makes it appear the two rooms are connected even though they arent. When the player enters a new room the door closes and the previous room despawns and awaits being told to generate a new room. This method saves a lot on memory as there is only ever at most two rooms spawned at a time which is great and it also lets any room size fit any door in a sort of non-euclidian geometry which can give a neat backrooms kinda feeling. However you need to keep track of your room history and the doors of those rooms. If done improperly when you enter a third room you can never return to the first when you enter the fourth you can never return to the second and so on, which can be a fun mechanic but if you dont want it you need to get a bit clever about how you store the details of what rooms connect and through what doors. I was actually going to make a series on that method, unfortunately I got quite busy and couldnt justify making more videos since it takes a lot of time and energy and my channel was growing too slow to make any money on. I plan on getting back to making videos at some point, but for the time being I just dont have the time. Anyway I digress I hope that helps!
@@thejoyofdevelopment3773 Wow, thank you for the very well thought out reply. The game I am building is entirely based around the "fate" or "permanence" of decisions, with each level of the game being inspired by a combination of the circles of hell from Dantes Inferno and Clive Barkers "Hellraiser".. The third concept using portals fits very well within the theme of my game, and the fact that once a decision is made to enter a specific portal, you can never go back fits even better. I don't want to take up too much of your time, but I am still learning blueprints and at this stage have 3 different "level generation" techniques I've played around with that aren't quite what I want, and are more akin to traditional roguelikes, but have helped me learn A LOT. The third method you described is pretty much exactly what I'm looking to do. I would like to lock the player out from "backtracking", so they must manage their resources, and react to their new situation accordingly. I don't want to ask too much of you, but do you have any tips to get me started, or resources i could use to get me started on this method? Even just "keywords" to look up would be a great help to get me started.. Again, thank you so much for your insight. I've went through all of your ProcGen level episodes and you really are an amazing teacher.
Thanks for the compliments! When I was first working out the third concept I used this video to learn how making portals worked. th-cam.com/video/F28NKqG7ce8/w-d-xo.html From there just have an actor that can spawn your prefabs and position two of them far enough appart from eachother that your largest prefabs would never overlap if two of them were spawned at the same time. Have all your prefabs door positions worked out and when you open a door and spawn a prefab link the door you opened to one of the doors of the new spawned rooms using that portal technique in that video. You can keep the previous room spawned incase the player can go back one room but not two, or you can close the door and despawn the room and make it so if the player reopens that door an entirely different prefab spawns. When you open a door have it check which spawning actor created the room it belongs to then have it cast to the opposite room spawn and tell it to spawn a new room and return that room actor to the door as a variable from there you can have the door select which of the doors in the opposing room its linked to and place the portal between them. Finally after they are linked you can actually animate the door opening and allow the player to pass through. Theres a good number of portal videos out there too with slightly different teqchniques that are worth checking out as well. I hope that helps. Its tough to describe in detail over text alone haha. I’ll see what I can do about starting up that project for a video soon and if I can get too it in a reasonable time I’ll let you know so you can get a better idea of how I did it.
@@thejoyofdevelopment3773 everyone gets busy! I'll join the discord abit later and can't wait to see what you end up doing. I'm gonna try out some of your stuff in UE5 see if it still works the same (I imagine it will but who knows)
@@thejoyofdevelopment3773 One thing I was looking for, is how to make rooms spawn an adjacent room from a selection of options. From connecting points. This was a good start.
If I understand you correctly to spawn additional adjacent rooms you can randomly select one of the doors in the first room to auto spawn a second room. That would be the simplest solution to me but there are many ways this could be done depending on how you want it to work.
Unfortunately I’m not great at at C++ end of things. I’m super dyslexic so textual code is rough for me. I could figure it out and make it work but trying to edcate it would be a bit messy. I like blueprints because it removes my dyslexia from the equation. So I’m sorry but I dont think I could ever make a C++ version but if you understand C++ the concepts should be reasonably translated.
oh its okay i'm already pretty good with C++ i just said it might be cool if you made a tutorial for beginners that wouldnt be able to do it that well. @@thejoyofdevelopment3773
How Can I Do The Backrooms Level 0. Its Basicly Yellow walls office tile ceiling no doors no nothing only moist carpet AND A LOT OF WALLS its basicly a maze with very tight areas everwhere.
So you can definately use this strategy for that. For the tighter spaces just limit the max room size to keep them small. You could also limit one side more than the other to get more hall shaped rooms. As for the rest of it its going to come down to textures and lighting. I dont currently have any videos on that but theres plenty of resources on youtube that can help you. For the ceiling I would just make it so anywhere a floor tile spawns a ceiling tile also spawns.
@@thejoyofdevelopment3773 thanks but it has a lot of walls and i dont know how to do that its pretty much a super random maze with like random walls in places sometimes so thanks
can you help me with trying to make a SCP CB Procedural generation. its all pre made mesh rooms btw. with the doors with buttons on both sides of the walls and all of the rooms can be smaller or bigger then the other. It would be really useful if you could make a tutorial for SCP CB procedural generation and if you dont really still understand look up SCP containment breach by Undertow Games.
You can do a very similar model to what ilve done for prefabbed rooms. Instead of making it a randomized room you check the available space as ilve done but instead of spawning a completely randomized room you use the available space to limit what rooms can be spawned and then select a room that fits the space. I do hope to get back to making videos again soon and when I do I’ll make a quick one that touches on this subject, but if you know your prefabbed room sizes and know the available space you can make this same model with a few tweaks and it will work just as well. I hope that helps.
@@thejoyofdevelopment3773 ok, did some testing, so the walls are ROTATING correctly, but only the collision is rotating, while the visual representation of the wall stays at the same rotation (0) right now im talking about the bottom wall (even though it applies for all walls), but since im using ue5, should i tick the World space section on the add instance node or not?
@@thejoyofdevelopment3773 Hello. I found it. I had to use Transform Location and Transform Rotation to make a Transform for my "SpawnActor Door" Thank you for the fast response. I think the tutorial is a bit outdated. Another problem: For some reason the Doors Array is not right. I set Door Count to 5. Start a game and nothing. I had to quit UE5 and run it again for this one change. If I set Door Count to 7 I have to quit UE again to see the effect... Can you help me with that? It's inside the "Wall or Door" -> "Randomly selected doors"
sir, how do i generate a backrooms map it's hallways per se so walls are not enclosures and there can be patterned rows repeating there's more floor than walls doors are exceedingly rare.
Hello, I've been following this playlist and almost done with it but there's only a single problem I'm having with this BP, I have to put a big number for the door count or else they will never appear, I checked multiple times the video and my BP is exactly the same. For example I have a 4x4 room with door every=2 and door remainder =1 then I put door count on 4 and no door spawns when hitting play, only walls. I have to put 10 door count on this example to make 1 or 2 doors appear depending on seed, is it supposed to be like that or did I screw up on something? A bunch of rooms generated afterwards are missing doors because of that. Thanks a lot for this tutorial, I'm learning so much
When a problem like this happens to me, I try to work out the math on a piece of paper. You'll be able to physically see the issue instead of trying to imagine it. Also, you probably have a x > y somewhere to stop the doors from spawning. More than likely it's that value check. I'd look there.
I think i just got it solved. Im using UE% and in the Wall or Door function i was plugging a int into "random bool with weight from stream" which it autoconverted to a float but always made it 1. I right clicked the divide pin and mad it a float there and its working fine now.
I had the same problem. I found that I had accidentally plugged in the for loops wrong. Make sure the walls for loop is plugged into the first for loop's completed node.
Make sure your spawning at the right locations. Something might not be setup right and they may be just spawning on top of eachother. I havent used UE5 for a project like this yet so I cant say for sure, but to my understanding that shouldnt change anything. Try explicitly spawning two tiles in two separate areas, like enter the coordinates directly into the spawn transform and see if that works. If it does then it must be something missing in the setup. Make sure any tile size variable is set to 400 or the size of your tile if your using a custom one. If all that seems in order and its still not working let me know and I’ll see if I can comeup with anything else that might help. Hope that helps!
Glad it helped! I will make more content eventually. I have lots of ideas, but not as much time as I used to. Hopefully soon I’ll be able to schedule in some time to make more.
There is a video on how to avoid over lapping rooms. You esentially check the available space behind a door and limit the room dimensions to fit within that available space.
Hey sorry I took so long to get back to you. For the doors variable you need to have a door actor already created. Then go into your room and add a variable when selecting the variable type in the search bar look for your door actor and set that to the variable type. With the variable created you can select it and on the right side of the screen you will see the variable details pannel. In the variable type you’ll see door and to the right of that a colored bar dropdown. Click that and select array. As an array the variable can store multiple doors instead of just a single door.
Unfortunately I’m not too sure of that. I havent tried using this in a multiplayer setting so I cant say for sure what would need to be done. I usually only work on single player projects and the few multiplayer projects I’ve worked on replication has been mostly handled by other team members.
I feel like I've double and triple checked that everything on my end is the same as yours, but when my rooms spawn, a closed door always spawns in the doorway preventing passage. Why do you think this may be happening? Thanks a bunch
By closed door do you mean like a door mesh? Or like a closed wall that overlaps the doorway? If is the door mesh make sure youve designed the door actor to respond to an open and closing function. If you mean a solid wall check to make sure that the locations where walls are set to spawn dont contain the same locations of the door spawn locations. If they do there must be something wrong with how youve set the wall spawns and door spawns. I hope that helps. If not try and think of some more details about whats happening and let me know if you can narrow down where it might be and I might be able to help further. Its difficult when I cant look directly at your code so the more details you can get me the better I can troubleshoot.
@@thejoyofdevelopment3773 Sorry, I just realized I meant to leave this comment on part 2. Yes, I mean when I open the door to trigger the next room's spawn, the next room spawns properly and oriented correctly but a closed door is always placed at the connecting point (the doorway that was just opened), preventing entry. I can DM you caps of my layout if that helps
When you spawn a new room are you being sure to avoid spawning new walls and doors where the previous room already has them? Its been a while since I made these toutorials so I cant remember exactly what I do in each chapter but not spawning new doors and walls where they already exist is covered in the lessons somewhere and it seems your double spawning.
You can add a navmeshboundsvolume and theres a setting in it that will make the nav mesh update when changes happen like adding a room. You just need to make the volume large enough to cover the space any new rooms can appear.
Are you dragging off the instanced component? Try unchecking the thing in search for relevant functions. Cant remember what its called but if should be there.
Ok let me know how it goes I’ll see if I can find/think of anything else. Also try going over the videos a step at a time if you notice anything you dont fully understand your problem might be there so just let me know and I’ll see if I can help.
Hmm thats odd. As long as you follow this it should work, and without being able to see your setup and code its hard to say what could be wrong. I’ll be starting up a discord soon, probably tomorrow, if you want me to help you out in more depth that will be the place to do it, so keep an eye out for that I’ll try to remember to let you know when its up.
Great tutorials, your voice generator is also awesome, sounded so real till it changed suddenly near the end.
It actually is a real voice, no generator. The sudden change is just cuz they are often split into different recording sessions.
@@thejoyofdevelopment3773 oh man, I'm sorry. You have the perfect voice then. Do any voice acting or audio books in your spare time?
Haha no worries :) I have done a bit of voice over work before, but nothing too serious just some advertisements and explainer videos for some products. I had a few small jobs on some indi games but I cant even remeber their names any more. One time I even did the english dub for a wedding tape as the groom that was kinda wild haha.
If you think about it, all voices are just generated voices
Thank you very much. I've been struggling with this for a whole week, and you told me where and how in 10 minutes. Very cool!
Series looks like a gem. Going to watch all of these!
OMG. Man you are the next level of tutorials. Keep it up.
Thank you so much! Glad I could help!
I was just watching The Joy Of Painting and now I am watching the Joy Of Development. Bob would be proud im sure
Haha thanks! I hope he would be :)
you probably dont give a shit but if you are stoned like me during the covid times you can watch pretty much all the latest series on instaflixxer. I've been binge watching with my girlfriend for the last few days :)
@Rex Caspian Yea, been watching on InstaFlixxer for months myself :D
Subscribed, hit that bill icon and smashed that like button, your content is brilliantly good to watch :D
Thank you! Much appreciated :)
On the top wall, when you multiply index with TileSizeY, delete the addition of 1 to the index, and add 400 to the make vector for Y. It will fix the problem of using a different Y tile size than 400.
Going to use this for making prefab rooms in my game, thank you for this!
Happy to help!
I'm currently working on using prefab rooms, which I want to connect room-to-room without corridors.. any tips?
Depends. For these videos I generate new rooms as the player opens doors. The room dimensions are designed based off the available space and if there isnt enough space for a full room its simply a corridor. For prefab rooms done in this way there will be doors that dont have enough space to fit the prefab on the other side. I would handle this in one of two ways. First way is generate the whole map at the start of the game and any door that doesnt have the space for a room on the other side remains locked. The other way is quite similar but is for generating rooms in real time. When the player attempts to open a door check the available space. If a prefab can fit then generate it and open the door, but if theres not enough space then keep the door locked and just tell the player the door appears to be locked. There is also a third alternative I’ve worked with but its a bit tricky. I made two room spawning points and rather than spawning the rooms so they connect the open door is actually a portal that makes it appear the two rooms are connected even though they arent. When the player enters a new room the door closes and the previous room despawns and awaits being told to generate a new room. This method saves a lot on memory as there is only ever at most two rooms spawned at a time which is great and it also lets any room size fit any door in a sort of non-euclidian geometry which can give a neat backrooms kinda feeling. However you need to keep track of your room history and the doors of those rooms. If done improperly when you enter a third room you can never return to the first when you enter the fourth you can never return to the second and so on, which can be a fun mechanic but if you dont want it you need to get a bit clever about how you store the details of what rooms connect and through what doors. I was actually going to make a series on that method, unfortunately I got quite busy and couldnt justify making more videos since it takes a lot of time and energy and my channel was growing too slow to make any money on. I plan on getting back to making videos at some point, but for the time being I just dont have the time. Anyway I digress I hope that helps!
@@thejoyofdevelopment3773
Wow, thank you for the very well thought out reply.
The game I am building is entirely based around the "fate" or "permanence" of decisions, with each level of the game being inspired by a combination of the circles of hell from Dantes Inferno and Clive Barkers "Hellraiser".. The third concept using portals fits very well within the theme of my game, and the fact that once a decision is made to enter a specific portal, you can never go back fits even better.
I don't want to take up too much of your time, but I am still learning blueprints and at this stage have 3 different "level generation" techniques I've played around with that aren't quite what I want, and are more akin to traditional roguelikes, but have helped me learn A LOT.
The third method you described is pretty much exactly what I'm looking to do. I would like to lock the player out from "backtracking", so they must manage their resources, and react to their new situation accordingly. I don't want to ask too much of you, but do you have any tips to get me started, or resources i could use to get me started on this method? Even just "keywords" to look up would be a great help to get me started..
Again, thank you so much for your insight. I've went through all of your ProcGen level episodes and you really are an amazing teacher.
Thanks for the compliments! When I was first working out the third concept I used this video to learn how making portals worked. th-cam.com/video/F28NKqG7ce8/w-d-xo.html
From there just have an actor that can spawn your prefabs and position two of them far enough appart from eachother that your largest prefabs would never overlap if two of them were spawned at the same time. Have all your prefabs door positions worked out and when you open a door and spawn a prefab link the door you opened to one of the doors of the new spawned rooms using that portal technique in that video. You can keep the previous room spawned incase the player can go back one room but not two, or you can close the door and despawn the room and make it so if the player reopens that door an entirely different prefab spawns. When you open a door have it check which spawning actor created the room it belongs to then have it cast to the opposite room spawn and tell it to spawn a new room and return that room actor to the door as a variable from there you can have the door select which of the doors in the opposing room its linked to and place the portal between them. Finally after they are linked you can actually animate the door opening and allow the player to pass through. Theres a good number of portal videos out there too with slightly different teqchniques that are worth checking out as well. I hope that helps. Its tough to describe in detail over text alone haha. I’ll see what I can do about starting up that project for a video soon and if I can get too it in a reasonable time I’ll let you know so you can get a better idea of how I did it.
this is really cool great job
Thanks :)
Very interesting excited to see more videos.
Thanks I hope to make more videos soon but I’ve been busy this past year and also moved to a new place where recording is difficult.
@@thejoyofdevelopment3773 everyone gets busy! I'll join the discord abit later and can't wait to see what you end up doing. I'm gonna try out some of your stuff in UE5 see if it still works the same (I imagine it will but who knows)
Super clear, subbed.
I’m glad thanks!
@@thejoyofdevelopment3773
One thing I was looking for, is how to make rooms spawn an adjacent room from a selection of options. From connecting points. This was a good start.
If I understand you correctly to spawn additional adjacent rooms you can randomly select one of the doors in the first room to auto spawn a second room. That would be the simplest solution to me but there are many ways this could be done depending on how you want it to work.
Liked for the outro lol
Thank you! :)
i think it would be cool if you ever made this tutorial series again but for C++ as it would run much much faster.
Unfortunately I’m not great at at C++ end of things. I’m super dyslexic so textual code is rough for me. I could figure it out and make it work but trying to edcate it would be a bit messy. I like blueprints because it removes my dyslexia from the equation. So I’m sorry but I dont think I could ever make a C++ version but if you understand C++ the concepts should be reasonably translated.
oh its okay i'm already pretty good with C++ i just said it might be cool if you made a tutorial for beginners that wouldnt be able to do it that well. @@thejoyofdevelopment3773
I like it!
How Can I Do The Backrooms Level 0. Its Basicly Yellow walls office tile ceiling no doors no nothing only moist carpet AND A LOT OF WALLS its basicly a maze with very tight areas everwhere.
So you can definately use this strategy for that. For the tighter spaces just limit the max room size to keep them small. You could also limit one side more than the other to get more hall shaped rooms. As for the rest of it its going to come down to textures and lighting. I dont currently have any videos on that but theres plenty of resources on youtube that can help you. For the ceiling I would just make it so anywhere a floor tile spawns a ceiling tile also spawns.
@@thejoyofdevelopment3773 thanks but it has a lot of walls and i dont know how to do that its pretty much a super random maze with like random walls in places sometimes so thanks
Sorry I couldnt be more help. I hope this series still gives you some ideas to achieve your goals. Good luck on your project!
@@thejoyofdevelopment3773 thanks good luck on your games (:
Why my doors aren't having the space when their spawn?
can you help me with trying to make a SCP CB Procedural generation. its all pre made mesh rooms btw. with the doors with buttons on both sides of the walls and all of the rooms can be smaller or bigger then the other. It would be really useful if you could make a tutorial for SCP CB procedural generation and if you dont really still understand look up SCP containment breach by Undertow Games.
You can do a very similar model to what ilve done for prefabbed rooms. Instead of making it a randomized room you check the available space as ilve done but instead of spawning a completely randomized room you use the available space to limit what rooms can be spawned and then select a room that fits the space. I do hope to get back to making videos again soon and when I do I’ll make a quick one that touches on this subject, but if you know your prefabbed room sizes and know the available space you can make this same model with a few tweaks and it will work just as well. I hope that helps.
How can me summon AI? All the floors are build with local location, not world. Can you help me?
Hey, problem: my walls aren't repeating themselves, and not rotating correctly... Help would be appreciated!
Hi I’m sorry but thats very vague. I cant really troubleshoot your issue without more detail.
@@thejoyofdevelopment3773 ok, did some testing, so the walls are ROTATING correctly, but only the collision is rotating, while the visual representation of the wall stays at the same rotation (0) right now im talking about the bottom wall (even though it applies for all walls), but since im using ue5, should i tick the World space section on the add instance node or not?
is it me or I just can;t find how to rotate ? The instance doesn't have rotation UE 5.4
Could you elaborate what exactly you are trying to do?
@@thejoyofdevelopment3773 Hello. I found it. I had to use Transform Location and Transform Rotation to make a Transform for my "SpawnActor Door"
Thank you for the fast response. I think the tutorial is a bit outdated.
Another problem:
For some reason the Doors Array is not right. I set Door Count to 5. Start a game and nothing. I had to quit UE5 and run it again for this one change. If I set Door Count to 7 I have to quit UE again to see the effect...
Can you help me with that?
It's inside the "Wall or Door" -> "Randomly selected doors"
sir, how do i generate a backrooms map
it's hallways per se
so walls are not enclosures and there can be patterned rows repeating
there's more floor than walls
doors are exceedingly rare.
I’m afraid I dont quite understand what your asking. Could you try rephrasing it for me?
Hello, I've been following this playlist and almost done with it but there's only a single problem I'm having with this BP, I have to put a big number for the door count or else they will never appear, I checked multiple times the video and my BP is exactly the same.
For example I have a 4x4 room with door every=2 and door remainder =1 then I put door count on 4 and no door spawns when hitting play, only walls. I have to put 10 door count on this example to make 1 or 2 doors appear depending on seed, is it supposed to be like that or did I screw up on something? A bunch of rooms generated afterwards are missing doors because of that.
Thanks a lot for this tutorial, I'm learning so much
Unfortunately without being able to look through your code I have no idea what could be causing this.
When a problem like this happens to me, I try to work out the math on a piece of paper. You'll be able to physically see the issue instead of trying to imagine it.
Also, you probably have a x > y somewhere to stop the doors from spawning. More than likely it's that value check. I'd look there.
I think i just got it solved. Im using UE% and in the Wall or Door function i was plugging a int into "random bool with weight from stream" which it autoconverted to a float but always made it 1. I right clicked the divide pin and mad it a float there and its working fine now.
clear rooms array in construction script.
I had the same problem. I found that I had accidentally plugged in the for loops wrong. Make sure the walls for loop is plugged into the first for loop's completed node.
the random bool with weight from stream just returns a false false true true pattern how do i fix this
Uhm nice i cant get my walls to spawn properly :c
Maybe it's because I'm using UE5, it only lets me create one instance of the tile and anything over 1 doesn't spawn
Make sure your spawning at the right locations. Something might not be setup right and they may be just spawning on top of eachother. I havent used UE5 for a project like this yet so I cant say for sure, but to my understanding that shouldnt change anything. Try explicitly spawning two tiles in two separate areas, like enter the coordinates directly into the spawn transform and see if that works. If it does then it must be something missing in the setup. Make sure any tile size variable is set to 400 or the size of your tile if your using a custom one. If all that seems in order and its still not working let me know and I’ll see if I can comeup with anything else that might help. Hope that helps!
@@thejoyofdevelopment3773 Yah that was on my I didn't change tile size to 400 lol
Glad I could help let me know if you have anymore questions :)
Where can I download the project ?
Can I download your whole project somewhere?
I have watched all the tutorials and this has been the smooth and easiest yet, I just wonder when will you show how to add levels to this?
Glad it helped! I will make more content eventually. I have lots of ideas, but not as much time as I used to. Hopefully soon I’ll be able to schedule in some time to make more.
How do you avoid new generated rooms overlap each other if they're different size?
There is a video on how to avoid over lapping rooms. You esentially check the available space behind a door and limit the room dimensions to fit within that available space.
your voice is sugar
Haha thank you I appreciate that. People seem to love it or think I sound like a robot. I used to do voice over work.
Hey dude do you know how one would spawn only the corner on this thing ? 3x3 grid 1_3_7_9
Not quite sure what you mean. Do you mean like spawn the room in a triangle shape?
I got it today thanks for the tuto tho !
Question: can I make infinite levels wirh this and does this tutorial work in unreal engine 5?
Yeah you can use any random seed for this and it will generate a unique level. It should work in UE5 but I havent tested it.
@@thejoyofdevelopment3773 ok thanks!
How to add the doors variable
Hey sorry I took so long to get back to you. For the doors variable you need to have a door actor already created. Then go into your room and add a variable when selecting the variable type in the search bar look for your door actor and set that to the variable type. With the variable created you can select it and on the right side of the screen you will see the variable details pannel. In the variable type you’ll see door and to the right of that a colored bar dropdown. Click that and select array. As an array the variable can store multiple doors instead of just a single door.
Would this be replicated automatically or would I have to go in and do that separately?
Unfortunately I’m not too sure of that. I havent tried using this in a multiplayer setting so I cant say for sure what would need to be done. I usually only work on single player projects and the few multiplayer projects I’ve worked on replication has been mostly handled by other team members.
I feel like I've double and triple checked that everything on my end is the same as yours, but when my rooms spawn, a closed door always spawns in the doorway preventing passage. Why do you think this may be happening? Thanks a bunch
By closed door do you mean like a door mesh? Or like a closed wall that overlaps the doorway? If is the door mesh make sure youve designed the door actor to respond to an open and closing function. If you mean a solid wall check to make sure that the locations where walls are set to spawn dont contain the same locations of the door spawn locations. If they do there must be something wrong with how youve set the wall spawns and door spawns. I hope that helps. If not try and think of some more details about whats happening and let me know if you can narrow down where it might be and I might be able to help further. Its difficult when I cant look directly at your code so the more details you can get me the better I can troubleshoot.
@@thejoyofdevelopment3773 Sorry, I just realized I meant to leave this comment on part 2. Yes, I mean when I open the door to trigger the next room's spawn, the next room spawns properly and oriented correctly but a closed door is always placed at the connecting point (the doorway that was just opened), preventing entry. I can DM you caps of my layout if that helps
When you spawn a new room are you being sure to avoid spawning new walls and doors where the previous room already has them? Its been a while since I made these toutorials so I cant remember exactly what I do in each chapter but not spawning new doors and walls where they already exist is covered in the lessons somewhere and it seems your double spawning.
Have you discovered the issue? Is there any way to help further? I’m happy to help more if I can.
How do I make a room
The room is just an actor. Create a new actor and name it room, then you add all the components, variables, and code.
How do you add an Ai in this?
You can add a navmeshboundsvolume and theres a setting in it that will make the nav mesh update when changes happen like adding a room. You just need to make the volume large enough to cover the space any new rooms can appear.
@@thejoyofdevelopment3773 ty
I cant find the right Add instance! Please help!
What part are you having trouble with?
@@thejoyofdevelopment3773 The add instance you use in the blueprint isnt there!
Are you dragging off the instanced component? Try unchecking the thing in search for relevant functions. Cant remember what its called but if should be there.
@@thejoyofdevelopment3773 i think i did, but i can try again.
Ok let me know how it goes I’ll see if I can find/think of anything else. Also try going over the videos a step at a time if you notice anything you dont fully understand your problem might be there so just let me know and I’ll see if I can help.
also im using 4.26 maybe thats the problem ?
Hmm thats odd. As long as you follow this it should work, and without being able to see your setup and code its hard to say what could be wrong. I’ll be starting up a discord soon, probably tomorrow, if you want me to help you out in more depth that will be the place to do it, so keep an eye out for that I’ll try to remember to let you know when its up.
Here's the new discord server
discord.gg/x4de7uPtrn
I have a dumb questions.
He stasrts off in a room. Where does the room come from, does he make it in an earlier video?
One room is placed in the level to start then as the player opens doors new rooms spawn.
@@thejoyofdevelopment3773 Is that a UE4 thing, coz I don't see why of that in UE5
You just have to place a room actor in the world. So you create an actor name it room add all the functionality then you can place it in the world.
@@thejoyofdevelopment3773 ah ok, makes sense.
Sorry, am new to this. Thanks for your replies :)
No problem hope it helps!
4:55 even here i only get 2 walls in front of each other
did u figure it out?