Maze Dev log – Week 2

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Overview

This week focused on pushing the project forward from core systems into a more playable loop and a cleaner front-end experience. I expanded the decal painting system with color selection and improved HUD feedback, while also making major upgrades to the procedural maze flow—start/end placement, spawn handling, and better in-level generation control. Midweek, I moved toward a more modular content pipeline by converting the room template into a Blueprint for future variety. To tie it together, I implemented a start menu level and GameInstance-driven settings flow, including a working maze preview in the menu with a camera rail that adapts to maze size.


Major Accomplishments


Systems Developed or Updated

Decal Painting System

Procedural Maze Generation (PCG Host + Maze Logic)

Spawn / Load Handling (Dark Room Bootstrap)

Modular Room Template Blueprint

Material Color Variation Prototype

Menu System + Settings Pipeline


Problems Encountered and Solutions

Problem: Decal removal trace wouldn’t hit decals reliably in the maze.
Cause: The custom trace channel defaulted to Block, so too many things (likely player capsule/mesh) blocked the trace before it reached the decal collision sphere.
Solution: Set the DecalPlayer trace channel default to Ignore, then explicitly set Block only on the decal collision sphere.

Problem: Maze PCG host wouldn’t generate after moving logic into a Blueprint Actor.
Cause: The actor lacked a “volume-like” component, so PCG had no usable bounds context (unlike a typical PCG Volume setup).
Solution: Added a collision/volume component to provide bounds so the PCG graph could generate as expected.

Problem: GameInstance casting logic broke construction-script/editor testing for the maze actor.
Cause: Casting to the GameInstance failed in contexts where the GameInstance isn’t created (editor construction script / non-play runtime context).
Solution: Avoided relying on GameInstance casting in construction-time logic and kept runtime-only access patterns for play sessions.


Current Project State

The project is in an early prototype / system implementation phase, but major building blocks are now working together: procedural maze generation with automatic start/end handling, a functional decal painting workflow, and a start menu that drives maze settings into gameplay. The menu preview feature is a strong step toward a polished front-end, and the move toward modular room Blueprints sets up future content variety. Some areas are still clearly prototype (dark-room bootstrapping, transitions, and editor/runtime workflow quirks), but the core loop is becoming more cohesive.


Next Week Plan