Mapping Changes
Overview
If you haven’t read the previous Update changelog click here: Change Log - Los Sueños Stories
Luckily not many changes are required for compatibility with the latest update. Here are the major things:
- The lighting bug that was present in the LSS Update has been resolved.
- The bug would result in some cooked assets not using static lightmaps and would glow in brightly lit scenes.
- Baked lighting now works IN GAME
- Some assets may still appear brightly lit in Editor, but will look correct when loaded in game.
- Just double check how the map looks in game after building your lighting.
- There is now dedicated buttons to help automate the Paking process!
- The Automatic Mod Paker allows you with a single click of a button to cook, copy, pak and launch the game from the editor!
- This saves a lot of time and will help us iterate faster.
- This was previously Quick Cook created by RareKiwi, but now fully integrated into the framework.
- FULL GUIDE HERE: Automatic Mod Packing
- World Gen can now be completely generated within the game and imported into your map with a click of a button.
- You no longer need to manually set up the world gen!
- The World Data Helper tool can also edit the imported World Gen to further customize things like stack up and clear points.
- FULL GUIDE HERE: Setting up Auto World Data Generation
- We are moving away from Blueprint versions of the
Door, and using the game’s native actors instead.- You can also use the native
AISpawnactor, but are fine to use the BP version as it has the ability to display the AI Mesh to spawn. - You will need to update your map to use the
Dooractor (found in the Place Actors window) for proper compatibility with World Gen.- Doors will need completely fresh actors placed down - DO NOT Replace them using the editor.
- You can also use the native
Using “Right-Click > Replace Selected Actors with” actually introduces a pretty tedious bug with Doors. It does not clean up the Door BP correctly and results in issues with World Gen and SWAT commands. In the worst case, it will require you to completely redo any edits made to custom Clear Points you make.
YOU HAVE BEEN WARNED!
- Door Actors now block the Nav-Mesh where they are placed
- This is an intentional change. Previously the Nav-Mesh would ignore door actors/BPs in the Editor, and pathing would connect underneath the doors
- There is a blocking component on Doors now which is required to make each Room’s Nav-Mesh an ‘Island’ for World Generation to work correctly.
- Night-Vision now needs to have 2 overrides ticked within the MLD to make sure they are usuable
- If you have made significant changes to the Exposure values for your map, the Post Processing for NVGs will look muted/washed out (especially on darker maps) as the NVGs no longer override the Exposure values by default.
Within the Mod Level Datatable, make sure that
Override Min EV100andOverride Max EV100are enabled under Data > NVG Post Process Override.Kiwi Note: Opening a MLD for the first time and modifying something will populate the NVG override via a function.
EV Min and Max floats will be preserved if not 0.
- Because of the conversations overhaul for Boiling Point, the game voice-line function nodes used within BP_Reportable_Actor_V3 were removed at some stage.
- This will cause a crash on interaction on un-updated levels.
- The native Reportable Actor class has been updated and made functional, so you can swap to that. The Example Map and Objective_Reportable has been updated with instructions on how to use BP_ReportableActor_FrameWork or your own child class.
- The native class supports multiple shapes for the interaction geometry and can be reported from a distance (like the server room on Streamer). There’s also much better voice line options and the ability to chain the report with other reports or objectives.
- Alternatively, you can fix the code in your old V3 version by copying the basic reworked nodes in BP_Reportable_Actor_Legacy. The nodes to copy should be in the same location as the errors in your old version.
- You can now open Official VOID Maps as sub-levels
- To open the maps, make a New Empty Level and add the game’s sublevels as the map’s additional sublevels
- _Art and _Lighting sublevels are always safe to open and what you want most the time.
- _Core and _BarricadedSuspects can mostly be opened, but these are more likely to cause crashes. So just a heads up.
- You will not be able to save or edit these maps as they are cooked.
- To open the maps, make a New Empty Level and add the game’s sublevels as the map’s additional sublevels
Map Audio Changes
- FMOD Events now require you to load (and unload) corresponding FMOD Banks from the Level that they are originally used in.
- We have created a Blueprint that sorts this out automatically called
BP_FMODEventBankLoader(Content > Mods > Template > Blueprints)- All you need to do is drag it into your level and it will sort out the loading and unloading for you!
- This change was an internal VOID change to optimize memory.
- We have created a Blueprint that sorts this out automatically called
- Music Timelines are still assigned in the Level BP, but SHOULD NOT be placed in the level.
- Doing so creates 2 instances of the Music and can give buggy behaviour.
- As always, make sure you always DISABLE
Auto-Activatewhen placing FMOD Events in your level.
Documentation Changes
- New guide for implementing Auto World Generation
- Getting Started Guide has been updated to reflect changes over the past couple of updates and to clarify some problem steps people were having
- Also included steps for using the Automatic Mod Packing (AMP) plugin
- Getting Startred with Audio has been updated to reflect the new changes with loading/unloading Banks
- Also fixed up some missing links
- Mod Level Data guide has been updated to be a little more readible
- Also now has sections on spawn points
Known Issues and Bugs
- Breakable glass will not shatter/break from Flashbangs/Throwables if a Blocking Volume is in front or covering it but will still go through glass.
- This is an RoN bug, not a framework bug.