Getting Started - frasergeorgeking/UE4_BP_MazeGen_MIT GitHub Wiki
This section will highlight all necessary prerequisites, as well as cover the setup process for the repository and project.
Clone the repository via git clone https://github.com/frasergeorgeking/UE4_BP_MazeGen_MIT
or by downloading a release.
Launch the .uproject
file from the root of the repo directory, upon which you will be prompted to re-build the source module of the project. Select 'Yes' and wait for the build process to complete. If you encounter any issues during the re-build process, please ensure your Visual Studio installation has been configured for the 'Game development with C++' workload.
Upon successful re-build, the Unreal Editor will start to load and the default DemoScene
level will open. This is the default level for the project and contains a BP_MazeController
object with pre-configured parameters ready for maze generation.
If you intend to use the maze generator in the Unreal Editor (as opposed to only generating mazes at runtime), you may also wish to run the custom Editor Utility Widget. The Editor Utility Widget exposes the events and parameters of the generator to a given user in an accessible manner. The widget can be run by navigating to the Content/Blueprints/UtilityWidgets
folder, right-clicking the UWBP_MazeController
class and selecting 'Run Editor Utility Widget'.
As this is the first time the Editor Utility Widget has been run, it will render the widget in a new window in the middle of the screen. As with any other Unreal Engine windows, the widget can be re-sized, moved to another display or docked amongst other pre-existing windows. Please find some example configurations below.
You can further maximise vertical screen space by hiding the tabs of widgets that are infrequently moved.
Once you have configured a layout that you are happy with, you have the further option of saving or exporting the layout for later re-application.