top of page

Product Overview

Multiplayer Procedural Worlds (will be called MPPW throughout this documentation) is a flexible, multiplayer ready, endless procedural world system.

We will shortly go over how to get started and how to customize the tiles.

This pack has been designed to be as easy to set up as possible, and requires only 3 simple steps to set up.

Firstly, you will have to add the AC_ProceduralWorlds actor component to your own PlayerCharacter as shown in the picture below

















Every Player Character that has this component will load and unload chunks.

To create a new tile, go ahead and create a new level.

This level will be one of your tiles.

Go ahead and design it just the way you want.

You can use a directional light source for visibility when designing your level, make sure to remove it from the level once you're done!










You can create as many tiles as you'd like.

It is important that the tiles are the same size if you'd like the tiles to not have any gaps in between them.

For the demo I have created 4 tiles.

Next we should add these world to the World Generation Settings.

Navigate to the DT_WorldGenSettings DataTable.

To add tiles to a level, click on the "Add" button in the top left of your screen.











There are three fields you will need to fill out.


Field 1: This is where you put the name of your main level. Make sure the name of your level is copied exactly. Case sensitive!

Field 2: This is where you put all the names of your tiles, also case sensitive!

Field 3: This is where you set the generation chance of each tile. The index of the generationchance corresponds to the index of the levelname.

The picture below shows an example of how this could be set up.

All that's left to do is to add the BP_WorldGenerator blueprint to your main level. So don't add this to your tiles!

When you have placed the actor into your level, select it and navigate to the details panel.




















This is where you set the actual generation settings of your Level.

PlayerPawn: This is should be set to the same Pawn to which you have just added the ProceduralWorlds component.

Seed: This is the generation seed. The same seed will always result in the exact same generationpattern.

TileSize: This should be set to the size of your individual tiles in Unreal units.

Render range: How many tiles should generate in each direction from the player.

Use Random Rotation: Rotate each tile randomly on placement (Rotation will always be the same if the seed is the same)

Update Interval: How fast should be checked for updatable tiles.

Tile Height: The height of your tiles, this can be ignored for now. This setting will be used in a future update of this pack.

If you have any remaining questions, feel free to join the support discord by clicking here.

Setting up
Creating tiles
Custom lobby level
Setting Up
Implementing your own pawn
Custom menu level
Adding custom maps
Adding the chatcomponent
Making a pop-up
bottom of page