🧩Sockets (door, light, flattening) (5.4 only)
What are those sockets?
Sockets are an Unreal feature that allows you to add "sockets" with a name and a tag on a mesh. Those sockets can then be used by many features in your game (for example placing the muzzle flash on a gun).
Massive World uses them to know where to place many objects like doors, light, or even flattening the ground for bigger buildings.
Here is an example of how to place a door for the exterior (they are separate from the interior so you can have different models).
In this video I...
- Go inside the building mesh 
- Add a socket (the name doesn't matter) 
- Add the tag DoorEx (it is important) 
- To help myself with the placement I add a door preview (optional) 
- In that case, it looks better if I rotate the door 180 degrees, but you also get the possibility to rotate the door in the Door Data Asset. 
- Finally, the sockets are automatically created when you add a village, but in this case, the village was already in the world, so I hit "Generate" to update the socket 
- And it's done, the door is added to every house using this mesh. 
Socket list
PCG will read the sockets of the tag and it is not case-sensitive and works only on the buildings. More will come with future updates and requests!
DoorEx: Determine where to place the doors for the exterior
DoorIn: Determine where to place the doors for the exterior
LightFloor: Collection of light to use for the floors
LightWall: Collection of light to use for the walls
LightRoof: Collection of light to use for the roofs
Flatten: Add a flattened area to shape the landscape. Useful for bigger buildings.
Note that the door for the exterior and interior use a separate list but you can use the same doors for both if you want. They are separate just to give you more control if needed.
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