🏘ïļ
Massive Village
  • Massive Village
  • ðŸ’ĄQuick Start
  • ðŸ’ĄPreparing for future updates
  • ⚒ïļMassive Village Toolset
    • Village
    • Farm
    • Cemetery
    • Zone
    • Fence
    • Road
    • Add Exit
    • Remove Spline
    • Utilities
  • 🏠Customization
    • 🏠Create a new village/farm/cemetery
    • ðŸ’ūData Assets (5.5)
      • ðŸ’ūData Assets (5.4)
    • 🏠Building and Place of Interest (POI)
    • 🏚ïļBuilding
    • 💰Zone
    • 🏚Village Object
    • ðŸ’ĄVillage Actor
    • ðŸŒģVegetation
    • 🏘ïļVillage Database
    • 🐔Farm Database
    • ⛩Cemetery Database
    • ðŸ›ĢïļRoad and Exits
  • ðŸ›ĢïļRuntime Virtual Texture (RVT)
  • 🔄Toggle auto-update
  • ðŸ—ŧMassive World integration
  • 🐞Debug Mode
  • ðŸŽŊTip: Change building origin
  • ðŸ§ĐPatch note - Massive Village
  • Legacy
    • ðŸ§ĐSockets (door, light, flattening) (5.4 only)
      • 🚊Doors
      • ðŸ•ŊïļLight
      • ⛰ïļFlattening the ground
    • ðŸŠĶDeleting a village/farm
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  • Building
  • Road
  • Exit
  • Functions
  1. Customization

Road and Exits

PreviousCemetery DatabaseNextRuntime Virtual Texture (RVT)

Last updated 12 months ago

The rest of the settings are on the BP_Village and BP_Farm exposed to be customized in your scene. I placed them here because it makes it a lot easier to tweak the final result of your village, and it probably fits better per village and not globally.

Building

Village Type: Use the database, you can change the value to change the style of the village/farm

Building Distance From Edge: Minimum distance that a building must have from the edge of the village

Slope Impact Removal: Used to remove buildings on a slope, more is more severe

Building Distance: Minimum distance between 2 building

Building Min Distance From Road: Minimum building distance from the road

Debug Mode: Activate the debug mode, show the region in your village

Use Water Level: use the water level to remove the building

is Village Light Activated?: If true, will activate all the villages in the scene

Update Landscape?: Tell PCG to automatically update the landscape, better to not touch and use the function Toggle Auto PCg Update

Road

Sector Resolution: Affect how often the roads "break" to create new intersections. A higher number will create smaller sections.

Road Width: Increase the width of the roads

Road Density: Density of the road meshes to place from 0 to 1

Road Randomness: Create a "perfect squared grid" or a more chaotic one (like the screenshots above). Between 0 and 1

Road Side Props Distance: Minimum distance to add props on the side of the roads

Exit

Number Of Exits: Add exits in the village fence. Note that a current bug creates artifacts in the bound calculation to remove the fences, this is a PCG bug that will be solved in 5.4.2

Exit Remove Fence Offset: Move the exit bound to remove the fences around it. This setting allows you to adjust in case you are not getting the proper result.

Exit Remove Fence Scale Offset: Scale the exit bound to remove the fences around it. This setting allows you to adjust in case you are not getting the proper result.

Functions

Clear: Clear the village/farm generated by PCG

Generate: Generate and update the village/farm

Destroy: Destroy the village/farm. Useful to also destroy every actor created with it like doors, lights, and flattening stamps.

Toggle Auto PCG Update: Toggle the automatic update on/off.

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