Today was a day off from work so i had a chance to do a little more for this project. I added the cat character into the project and immediately feels so much better.
There is some trickiness i have to resolve with the initial spawn tile set and then suddenly snap to the asycn spawn tile set once the player moves off its starting location
I also spent quite some time trying to figure out how to get the foliage spawner work for each of the tiles without getting too crazy at runtime.
The trickiness here is that i would like the spawning to not be based on boxes but of a custom shape. there isn’t really a way to do it through the box line trace since the BP is based on a random point generated within the bounding box. I considered creating a separate mesh components in the tile and a custom channel “foliage spawn“ to generate the hits. but it’s not been fruitful.
So i tried out a dumber path. To paint the foliage on a tile then merge the actors into a static mesh and just dump that into the WFC tiles. It’s not clever also have some issues with maintaining collision on the rocks. It’s fun to see it in the context nonetheless.
Oh I also added a blendshape for the blinking of the eye because it looked a little creepy with just a static stare
Next steps
Finish doing the foliage merge for all tiles and see if im happy with how things look
set up spawn logic for collectable