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Reference

General Map Settings for Procedural Gen

For configuration, navigate to Plugins -> ProceduralMapGeneration Content -> ProceduralMapGeneration -> BP_ProGen2.

  • RoomDesigns: A collection of rooms available for random selection during map generation.
  • NumberOfRooms: Specifies the total number of rooms to spawn.
  • MaxLargeRoomCount: Defines the maximum number of large rooms that can be spawned.
  • MapSizeX and MapSizeY: Initial map dimensions. Opting for excessively large sizes may adversely affect performance; thus, default settings are recommended.
  • TileSizeX and TileSizeY: Dimensions of tiles, with 16 being the advised default.
  • Map Center: The origin point for room spawning, ideally set to (0,0,0).
  • Buffer Size: The minimum required distance between any two rooms or a room when overlapping occurs, calculated based on tile size and buffer amount.
  • Find corridor path limit: Limits the adjacent tile checks when attempting to spawn an overlapped room.

Procedural Gen

  • Max Side Branch Room: Limits the total number of side branch rooms. For details, see Branching and Large Rooms.
  • Straight Corr Class: Assigns the straight corridor actor.
  • Turn Corridor Class: Assigns the turn corridor actor.
  • Max Move Overlapped Room Iterate: Here is the critical part completely crippling entire plugin's functionality. Refer to the Errors page.

Debugging

  • Debug Room Sequence: When specified, spawns only the rooms listed in the array, bypassing the procedural generation.
  • Block Room Locations: Identifies locations for spawning block actors, useful in overlap testing scenarios.
  • Block Room: The default actor used for blocking; the BlockCube is generally sufficient.
  • Visualize Overlaps: Highlights blocked areas with yellow debug boxes, useful for identifying blocked tiles but may impact performance.
  • Visualize Visited: Placeholder for a forgotten functionality.
  • Visualize Begin and End Tiles: Shows the starting and ending points of corridors in blue boxes for rooms that initially overlapped and were subsequently moved.
  • Visualize Corridor Path: Outlines the corridor path in red, aiding in corridor pattern analysis.
  • Visualize All Exclusions: Complements Visualize Overlaps by specifically highlighting excluded tiles.
  • Visualize End Socket Overlap Check: Displays end socket overlaps, with settings adjustable in the Room Actor.
  • Spawn Corridor: Should always be enabled, with plans for future removal.

Corridor Path Finding

  • Apply Turn Penalty: Disabling this option omits turn penalties, which are vital for minimizing zigzag patterns.
  • Turn Penalty Amount: Specifies the penalty for pathfinding turns, with 10 set as the default value.