A world creation tool to help speed up the process of creating paths of grapple points for the player to use to get to new procedural stems. Created so that either level designers can use it within the editor or can be plugged spawned within the procedural world creation. The tool allows you to swap out the block to spawn with other AActors if desired, users can also allow you to clear spawned Objects if desired or repopulate if they dislike the current layout of the path. Made to be as lightweight and mobile as possible.
Pokémon has some of the most overengineered formulas for their most basic task, big issue is if it's done incorrectly then it really isn't Pokémon. Thankfully for most fans, these formulas are known and published on the internet. For me, within Unreal I find Blueprint Scripting more advantageous for fast developing and when it came to remaking Pokémon into a 3D open world game I utilized Blueprint for most of the scripting due to its fast iterative nature and at the time I was not planning on working towards performance or networking. The main time I do understand that Blueprint is instantaneously worse is for more complex math calculations, from a writing standpoint it is quicker and more efficient to create a BlueprintFunctionLibary in C++ than map all these calculations out within Blueprint. What takes 4 lines of code can take tens of nodes within Blueprint. 
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