Maps & Levels¶
Maps and Levels are quite the most straightforward asset that you can create and import. In Unreal, Maps are called
Levels, usually these levels are filled with a Landscape component to make the terrain, some Lights and some Static Meshes (Trees, Houses, etc).
Please refer to Unreal’s Official tutorial - Working with Levels.
Rules for creating a Map/Level for nanos.world¶
Do not spawn/place Dynamic Meshes (with Physics), as they will not be synced in-game. You need to spawn them as a Prop on the scripting.
Add a “Sun” actor-tag to all Lighting/Sky/Sun related actors (DirectionalLight, SkyLight, DomeMesh, SkyAtmosphere or SunSky), this will allow, if wanted, to your light to be overridden by scripters to use instead the Official NanosWorld Sun through World.SpawnDefaultSun(), which allows light/sun customization.
After exporting your project (refer to Assets), you can just reference your map in your server config like
Custom Map Script¶
Maps can also have a Custom Script (server-only) attached to it. These are files named
[MAP_NAME].lua in the same folder as the map in the
Assets/ folder. If no one of your Packages disallow it, this script file will be loaded as well. Usually these scripts should have map specific spawn props/weapons points and pertinent stuff.