rdInst Tutorial 8.3 – Creating Procedural DataAssets


The rdProceduralActor can be assigned objects and parameters for population in a variety of ways.

The Procedural DataAssets are probably the most powerful of them, allowing easy setup, re-use in any level or project and very simple to assign to Procedural Actors.

You can even just drag the DataAssets into the level and they automatically create a compatible ProceduralActor for it.

This Tutorial goes through creating a couple of simple ProceduralDataAssets and a MultiDataAsset.


Step 1. Create a new DataAsset

The first thing is to create the DataAsset.

Call it something like PA_Trees1, then open it in the Editor.

Click the (+) besides the Placements property to add a new entry (here, we’ll add 3 entries).

Here we add a Tree, a dead tree and a fallen tree StaticMesh, all other options are left as their defaults.

Create another DataAsset called PA_Stones1 and add 3 or 3 entries with stone meshes.

These 2 DataAssets can now form the basis for other MultiDataAssets – or dragged straight into the level, or dragged into rdProceduralActors.


Step 2. Create a MultiPlacement DataAsset

MultiPlacement DataAssets are just collections of Placement Assets. Here we’re just going to create one which contains both the DataAssets made in Step 1.

So like in Step 1, create a new DataAsset, this time, subclass it from the rdMultiPlacement DataAsset.

Now just add a couple of items with the (+) and point them to the DataAssets you made in Step 1.


Step 3. Done.

That’s it – now you can use them to drag into the level or into rdProceduralActors.