Started WFC testing

Last time with lucid heist it was a cool experience to make a wfc map using houdini, and one of the big issues was that i wanted to be able to use proceduralism in environment building at runtime. Houdini engine only supports editor whereas I would like to have the maps to always be different when it’s loaded in.

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So this time I tried a solution that is built into unreal. There is an option to have it spawn dynamically based on the player’s location which is pretty cool. I was trying out to change the spawn logic so that instead of using the static mesh within the WFCactor it came with it will spawn the blueprint i wanted incase i wanted to scatter the wfc.

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I made some changes with the mapping of the name to a blueprint parent class reference. similar to the approach i learnt for making the recipe mappings of the crafting part of the prototype i have made so far.

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Next steps

  • Make a couple of sample blueprint WFC tiles

  • Spawn two wfc tile sets at the same time. one for the ground and the other for the spawnable items.