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    Originally posted by MasterCheif View Post
    Hi Mr. Ali! Firstly, your creation is incredible. It has inspired me very much! However, I have a question. How did you manage to create the Theme Editor for your project? You don't have to tell me the exact secrets, I'm just looking for somewhere to start. Thank you!
    [MENTION=299414]MasterCheif[/MENTION] Thank you for using DA! Like [MENTION=236686]Konflict[/MENTION] said, you can use DA's source code as a learning resource for your own plugins

    If you want to create a new window, you'll need to subclass from FAssetEditorToolkit (DungeonArchitectEditor\Private\Core\ThemeEditor\DungeonArchitectThemeEditor.h). You can spawn your own tabs inside this window from the RegisterTabSpawners function.

    You'll probably need some asset that you save in the content browser (like the theme file). This asset data will be a UObject (e.g. DungeonArchitectRuntime/Public/DungeonThemeAsset.h) in your runtime module. Then create two classes in the editor module so you can save this data in the content browser as an asset (DungeonArchitectEditor\Private\Core\ThemeEditor\DungeonThemeDataFactory & DungeonThemeAssetTypeActions)

    The Factory class links your UObject data class with the asset. The Asset Type Action lets you customize the asset (color, name etc). Here you will also link the editor window with the asset so your window can be opened when double clicked


    When I started DA two years ago, there wasn't much documentation on editor plugins except for this gem: Extending the Editor

    I highly recommend the video if you are doing any editor programming. Then there is always the engine source code
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      The latest version 2.6.0 is available in the marketplace
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        Originally posted by Ali Akbar View Post
        Thank you for the tips. I'll have a closer look at the collision flags
        You're welcome. Can you please reply to the issue with the constructor of DungeonMesh? Why the initialization of the static mesh component was required in there? I don't see any issues by removing that constructor code block, also fix the issue i mentioned previously (the mesh' custom properties wont be applied unless you open up manually the theme asset in editor first).
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          There is a door marker entry in FloorPlanDoorVolume in floorplan
          But it does not work. Please update to the next version.

          And there are things I want to be added.
          in floorplan Door, room volume exists, but no corridorvolume.
          I would like to have a corridorvolume.

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            [MENTION=28980]Ali Akbar[/MENTION] [MENTION=236686]Konflict[/MENTION] Thank you very much for the responses! I will look into the engine source code.

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              I have bought this asset on Unity and Unreal. It is awesome. Could you please not forget about your users on the Unity forums too? Great work on this though. I love it so far. =)

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                Great plugin. I've been messing around with it for a couple hours now. I found a reproducible crash. I was creating a Transform Logic blueprint and I dragged the Query pin off Get Node Offset to create an Is Near Marker node. If you hit compile now with this node connected to your logic it will throw an error that you have not connected the Current Marker Transform pin. Okay so I connect this and it will compile fine. However you also need to set the Builder pin or it will crash the next time you save your Theme. This took me a couple minutes to find. Obviously it should also throw an error if the Builder pin isn't set or connected as it does with the Current Marker Transform pin not being connected. And you might want to check the other query nodes for similar conditions to avoid other potential crashes.

                Thanks for this great plugin. It's really neat and gives me a lot of ideas. Very worth it.

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                  Ali,
                  I'd like to create an emitter which occurs at the opening when a corridor is adjacent to a corridor padding or corridor, accessed by a stair. Sort of like a door marker but for corridors that end in a stairway and don't connect directly to a room.

                  I could do this with get opening between cells, but I'd need a sorted array of adjacent cells.

                  Click image for larger version

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                  Basically at the bottom of the stairs is a corridor cell or padding, and at the top is a corridor cell or padding. I need to be able to detect this edge case and it would improve a lot of my themes.

                  Thanks!

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                    Has anyone thought about making a thread or repo of BP's for custom rules and marker emitters?

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                      Originally posted by Wolfen View Post
                      Has anyone thought about making a thread or repo of BP's for custom rules and marker emitters?
                      I think I mentioned I'd be up for it at one point, but I haven't really seen anyone but Ali post any.

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                        Originally posted by DrinkThisPotion View Post
                        I think I mentioned I'd be up for it at one point, but I haven't really seen anyone but Ali post any.
                        Yeah, it would be helpful. haha

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                          Bug found: Spatial Constraints cause meshes to not spawn in runtime generated dungeon in Standalone mode.

                          Steps to reproduce in sample project:
                          -Open Runtime Dungeon Map.
                          -In the starter pack theme, add any mesh and apply spatial constraint.
                          -The mesh will not spawn in Standalone mode. (works fine in editor) - meshes appear to never even be placed by DA.
                          -UE 4.15, DA 2.6

                          Standalone:
                          Click image for larger version

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                          Play in Editor:
                          Click image for larger version

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                            hello all. i'm new to unreal. every time i drag the dungeon actor into the map i don't get the build dungeon option. what do i miss?

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                              Originally posted by V3locity69 View Post
                              hello all. i'm new to unreal. every time i drag the dungeon actor into the map i don't get the build dungeon option. what do i miss?
                              Make sure you have the plugin installed, the dungeon actor selected and the details panel open.

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                                I'm trying to set a custom collision preset on my Fence objects through the Advanced Options tab under Mesh Details in the Dungeon Theme. It doesn't appear to affect the resulting objects in the generated dungeon. Any ideas?

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