

Add villages and resource generators, it's a must-have for every multiplayer and almost every single-player mission! More info HERE.It's not very interesting yet, but that's where you and your imagination comes in! Now you have a fully functional level! At this point you should be able to play the level in editor (just remember to set Number Of Players as 2 if testing multiplayer map). When you are still in WorldSettings window, search for Kill Z property and set it up for something reasonable, i.e. For single-player level you will need BP_Anc_GameModeSP, and for the multiplayer one: BP_AncGameModeAnnihilation. Locate WorldSettings window and choose a GameMode Override.Check out more detailed info about Player Starts HERE. For single-player map make sure PlayerStart with PlayerIndex 1 has IsAIControlled flag set. Add 2 PlayerStarts (maximum number of PlayerStarts is 6) and set them up – choose proper PlayerIndex and TeamIndex (we suggest starting with indices 0 0 and 1 1).So our map is almost ready! Now you only have to add minimum 2 PlayerStarts, set them up and choose a proper game mode. It will generate some stuff (more info HERE), it will also save your map. This operation can take few minutes, depending on i.e. So now when we have landscape and NavMesh set up, select our MapDesigner actor and click „Generate Regions” button.Tip: You can press "P" in editor to toggle NavMesh visibility. You should have NavMesh only inside the playable area! Best approach would be placing your volume at (x=0, y=0) position (assuming this is the centre of your playable area) and adjust its scale in a way that it will cover nearly the whole playable area - leave some margins to prevents units being to close to playable area borders. You will also need a NavMeshBoundsVolume - only inside this volume a NavMesh can be generated, and units require a NavMesh to being able to move.Important: The playable level area NEEDS to be a square! We highly recommend to set them in a way that center of the playable area will be at (x = 0, y = 0) location. Next thing to do is to set up MapBoundsMarkers by adjusting their locations – they will determine the size of playable area on the level.Now select the MapDesigner on the level and click on „Util Check Map Status” button – this should automatically configure more elements to the level (like MapBoundsMarkers or FogOfWar):.Or just type „MapDesigner” in ContentBrowser. You can find it at this location Blueprints/Game/BP_Anc_MapDesigner.BP_Anc_MapDesigner MapDesigner: Now we need to put on the level a very special actor called MapDesigner.
#Ancestors legacy mods mod
You have to add Layer Info for each individual Layer, do that by using plus sign button (Create Layer Info), select Weight-Blened Layer and save it in your mod directory.

Landscape: To create a basic landscape you need to get into the Landscape mode (look for Modes window).First add 2 actors to the level, Landscape and MapDesigner. Now we have a lot of things to do as an initial setup. The name of a new level must start with mp for multiplayer map or sp for single-player map. Select a mod directory in Content Browser and add new level there (see the gif below).
