Spawning Blueprints
In this section, we will be taking a step further with the MassSpawner subsystem as we will be generating a set of Blueprint instances instead of simply showing debug meshes; this will let us transition from a simple debugging gym to a real case environment. Additionally, we will learn how to handle the LOD for spawned entities.
Let’s imagine that we want to create a concert where the audience is automatically generated, and it is managed as a whole by Mass. We will be creating such a scenario using the Mass framework.
Creating the audience Blueprints
As a first step, we will be creating a Blueprint that will serve us as the audience for an imaginary concert; entities will be cheering, sitting, or simply staying still. Additionally, we will be using the Mass LOD management system. Instead of creating just one Blueprint, we will be creating two: one that will be activated by the management system when near the camera and the other that will be activated...