World Assembly
- Module Name:
- NexusWorldAssembly / NWorldAssembly
- Initial Release:
- 0.3.0
- Description:
- A procedural generation system focused on creating dynamic gameplay-focused spaces.
- BP Category:
NEXUS > World Assembly- Area Owner:
- @reapazor

This area of the framework is under heavy development; it is labeled a Early Access right now. Pretty screenshots with actual content will be a thing sometime. Please review the Roadmap and Milestones to see what's coming in hot (next)!
Frictionless Technical Elegance​
The goal from the start with World Assembly was to create a tool that just makes sense for designers and developers alike. This led to the adoption of a biological nomenclature for many of the parts as, for the most part, people are able to understand the idea or pick it up quite quickly.
- You make Cells (
ULevel) — a defined gameplay space. - You add Junctions (
USceneComponent) to the Cells — a defined connection point between Cells. - You build Tissue definitions (
UDataAsset) — A collection of Cells that can be connected, and the rules governing that. - You create the Organ(s) (
AVolume) — A defined area (or not) you want to assemble, assigning Tissue(s) that will contribute.
Inspiration​
From the awe-inspiring interconnected spaces of Dark Souls to the fast player-responsive generation of Returnal; the goal is to be able to achieve and exceed both pillars, with one piece of tech. Where you can have an outer Organ defining a forest, with numerous encompassed Organ(s) defining the cities, with individual landmarks inside those cities generating their own interiors, all facilitated and parallelized.