ðŸ§ĐSockets (door, light, flattening)

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...

  1. Go inside the building mesh

  2. Add a socket (the name doesn't matter)

  3. Add the tag DoorEx (it is important)

  4. To help myself with the placement I add a door preview (optional)

  5. 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.

  6. 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

  7. 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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