A downloadable asset pack

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Random mazes you can walk, play and build on. Drop BP_MazeGenerator in a level and it builds a maze around it: squares, hexagons, triangles, or rings round a center with curved walls. A seed makes every maze repeatable, and it rebuilds live in the viewport as you change settings.

Floors and weaves. Mazes up to seven floors deep: up to four from the ground up and three underground, joined by stairs and lit inside. Choose the floor the start is on and whether the goal is on the top floor or the bottom one. Weave mazes cross passages over and under each other: one climbs a short flight to the floor above and back down while the other runs beneath. The minimap follows you from floor to floor.

Nine algorithms, four shapes. Backtracker, Prim, Growing Tree, Binary Tree, Sidewinder, Aldous-Broder, Wilson, Hunt and Kill and Kruskal, all giving perfect mazes on every shape. Add rooms with doorways on every shape, braid dead ends into loops, open up to 40 exits, place decoy goals, or open and close walls yourself.

Start, goal and the way between. Start in a corner, the center or anywhere; the goal farthest away, opposite, random, or both on the longest path through the maze. The solution is found for you and can glow on the floor. FindPath finds the way between any two places by breadth first, A* or depth first and draws it as a trail.

Your look. Three wall styles, any cell size, wall height, thickness and color. The same maze, its walls built your way: instanced meshes (the fastest: a 100 x 100 maze is a handful of components), a mesh per wall with random materials that your game can change one by one, chunky cube blocks (grids), or your own tile actors for each kind of cell, dead end to crossroads, with anything built into them (grids). Barred windows in some of the outer walls, a roof over the top floor if you want one, lamps on every floor and a light intensity from daylight down to darkness. Scatter props, put treasure in dead ends, stream your own levels into rooms.

Made for games. OnMazeGenerated, OnGoalReached and OnMazeLost events; the start, goal, solution, dead ends, exits, decoys, treasure and rooms as world locations; walls and distances for any cell; the maze as a map texture with the player on it, saved as a PNG; mazes written as text and read back; multiplayer from one replicated seed.

A race and a chase. Turn on a seeker that heads for the goal and a chaser that hunts the nearest player, both appearing a few seconds after each maze begins. At every turning they choose mostly at random, so no two runs go alike. If the seeker reaches the goal first or the chaser catches you, the round starts over, and OnMazeLost tells your game.

Playable demo. A first-person explorer, an in-game settings panel with every setting and color pickers, a view from above, a minimap (with the seeker and chaser on it if you like), and a new maze each time you reach the goal. Eight presets included.

Unreal Engine 5.8 complete project, Blueprint only, no plugins. Open the .uproject and press Play. Every graph is laid out in commented sections and every setting and function has a tooltip.

Royalty-free for commercial and personal projects, no attribution required. No resale or redistribution as an asset pack; the full license text is inside the download.

Purchase

Buy Now$29.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $29.99 USD. You will get access to the following files:

maze-generator-unreal.zip 5 MB
Version 3

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