Sah
37 posts

Sah
@SahMattos_dev
Programmer | UEFN Developer | She/Her 🇧🇷 24y Working at @surpriseugc












The major breakthrough in the procedural system came when I eliminated Blueprints and turned each tile into an entity in the Scene Graph, with local hierarchy and components. The generation algorithm now operates solely on abstractions, knowing nothing about art or gameplay. Conversely, the database/providers resolve requests without context about stack, retries, or budget, exposing a lightweight proxy for fast fit and collision validation, and the full asset only for final assembly after commitment. This transformed runtime control. A tile became a root entity with metadata, compatibility rules, and usage state. I could then precisely query everything inside a room: door locations, door count, required enemy numbers and types, and exposed elements—all local and queryable. If a room needed 5 ranged enemies, 2 tanks, and 1 elite, that was known upfront. If it required an interactive dresser or 3–5 chests, those became components with their own data: drop chance, rarity, content type, etc. Providers became the true bridge. During placement attempts, the algorithm manipulates only lightweight entities, materializing the final tile solely after position validation and commitment. The generator’s output is a pure physical graph. #UEFN #FortniteCreative

Been away for a while, but resuming regular posts mostly devlogs & systems. Kicking off w/ a dungeon gen system in Verse. Verse isn't perfect: clear limits & needs improvement for some systems. Key Q: "How to make it work well despite what's missing?" This vid is Test 0 MVP to prove the model. Simple idea: rand modular rooms "welded" w/ basic rules. Hit expected perf issue early Verse not opt for heavy loads, initial proto used prebuilt BP for flow validation. From there I started building a modular pipeline to make it viable: generation control, waypoint-based connections, validation, retry/backtracking logic, and then the runtime layer. First vid not impressive, but next posts will improve a lot. Next days: sharing pipeline evolution, real problems and tech decisions #UEFN #FortniteCreative




