Custom meshes
Last updated
Last updated
Massive Dungeon comes with a collection of meshes, but you will probably want to use some custom meshes. Those meshes can be replaced by changing the Dungeon data asset on the dungeon blueprint you placed.
Create a new data asset, then create a new PDA_Dungeon
If you look at the demo content PDA_DungeonMesh it will look like this...
Let open the wall section
Every meshes has a "Weight", this is used to determine the chance of a mesh to spawn versus another. For example, if you have 5 variation of floor tiles, you can decide that one tile will spawn more than another depending of the weigh. Higher = more chance to spawn.
The other values are the transforms if you want to fine-tweak its positioning.
Wall - Door have a very similar logic, but the database allows you do add a frame and a door blueprint.
Some assets have their pivot point near the edge, others near the center, etc... If you want to make your life easier and not tweak the meshes too much, I recommend the following placement of the pivot
Wall (Wall with doors) and ramps -> Center-middle
Floor and roof -> Center
Here is an example for walls
See the section "" to learn how to easily modify it.