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Feature Matrix

Shipped​

FeatureDescription
Off-Thread ProcessingMinimizes impact on game-thread running the assembly operations on task threads, outside of an initial world capture (collision) and the actual spawning of level instances (time-sliced).
Penetrated MatchingAllow junctions to match to other junctions / bones penetrating into the the collision meshes of either side, with defined limits.
Rotational MatchingConstraint-based matching of junctions allows for non-uniform build out.
Runtime RegenerationSupport for being able to tear down and regenerate at runtime.
Network SupportReplicated ANCellLevelInstance support, with client status (ANWorldAssemblyRelay) support.
Tag-Based RulesSupports Unique, RequireAny, and BadNeighbors grouping tags (as well as user-defined groups), and behavioral tags Starter, StarterOnly, NotStarter, Finisher, FinisherOnly, NotFinisher.
Context Tag RulesCell placement can require or contribute Context Tags, enabling lock-key style gating determined during generation. A placed cell's Added Context Tags accumulate and are queryable via INCellInitialized.
Tag CountersAssociates int32 values with tags, seeded per-operation (or from project settings), filterable for cell selection (Tag Counter Constraints) and mutated on placement (Tag Counter Operations). Counts are signed and may go negative.
Count-Based RulesMinimumCount and MaximumCount limiters governing how many times a Cell is used in the generated graph.
Graph-Based RulesMinimumNodeDepth allowing for ensuring a Cell is not placed too soon on a graph, with MinimumNodeDistance limiting proximity to itself.
Directional ConstraintA Cell can be restricted to a compass heading, measured from the Organ's directional reference point — selectable per Organ via Direction Mode (start bone, organ center, or dynamic centroid) — and enforced within the project/operation Direction Tolerance.
WeightingBoth UNCell and UNCellJunctionComponent support weighting their selection for usage.
Initialization CallbackINCellInitialized-implementing AActors in a Cell receive a callback when they are placed in the the world (with context about the assembly), but before BeginPlay.

Planned​

FeatureDescriptionRelease
Empty Junction FillingImplement system to fill unused junctions with static or PCG content0.3.2 #164
Proximal Junction MatchingAutomatically match Junctions that end up overlapping during regular placement0.3.5 #162
LoopsCreating circular paths through interconnected Cells. The concept will create geometry between junctions and bones with some predetermined limits, utilizing the defined corners of the junctions/bones and PCG-based spline geometry.0.4.0 #254