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    I got some question.. DungeonA and B in same Level . Dungeon A has some actor node and build is fine.but When I build Dungeon B , A all actor node disappear ..how to fix it...thx..
    Last edited by Dontcry; 06-04-2017, 03:27 AM.

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      fantastic plugin! ive recently begun using it and im excited to move onto the more intricate parts of it.

      however, whenever i try to package my project i get this error

      Click image for larger version

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      this happens on both dev and shipping build, and this is testing the plugin by itself in a new third person demo project.
      in the editor everything works fine, i have a dungeon and linked theme placed in the level. but whenever i try to play it out of the editor it crashes, and i guess its because of the dungeon theme not having a reference. so i think this has something to do with the dungeon architect files/dlls/cpps being included in my packaged build, but im not sure, anyone have any idea why this would happen and how to fix it?

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        Ali I need a little tip here. I am using grid for spawning buildings in specific places. I am using a single marker emitter that emitts room centers for grid and palce the building in the center. It gives me pretty nice control over the placement and elevation of the buildings, as well as allow me to mix this way of building placement with grid based buildings that actually are built on theme override. So a mixture of "blueprint" base dbuildings and grid based buildings on a single spawner that can manage several towns with different themes. However I cant somehow manage to rotate those buildings! I wanted to use marker override for the emitted center marker to a rot90 marker in example, but it just doesn't override. If I however rotate the mid marker all buildings rotate in that axis and it works. So I need a system to spawn a lot of staff - thru one of 4 spawn rots. one way to do it is make 4 dungeons and rot each 90 degree and spawn specific buildings on specific dungeons but I bet there is an easier way to do it.

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          Hey everyone, sorry for the lack of response these past few days

          Originally posted by atarimar View Post
          Hey,

          Sorry if this has been answered before, but I bought DA from the epic marketplace. How do I get my hands on version 2.6.2?
          [MENTION=875]atarimar[/MENTION] 2.6.2 should be available now with 4.16 support
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            Originally posted by DrinkThisPotion View Post
            Hi Ali,
            I think it would be very useful to have a corner marker emitter. There are some edge cases I'm having trouble accounting for using the spatial constraints. What if I want to select all markers except for in room corners, for example? Also if I want to try to find the 'middle' of a set of wall markers, which would be very useful for decoration and lighting. Any ideas?

            Maybe there's some way to do it that I'm missing. Here's a couple of illustrations of things I'd like to do. By the way, the room free edge marker you wrote sometimes seemingly spawns in corridors and strange places. As the first thought I had was to try to use that marker.

            Ex1. Select everything but the corners. (wall markers)

            Ex2. Not sure how to describe this, but I'd like to select markers in this configuration as well.
            [MENTION=504934]DrinkThisPotion[/MENTION] I have a solution attached. It uses the IsNearMarker function to query if there is a wall marker next to the relative left / right of the marker position. This is done by first moving the marker transform to the left (relative movement) and check if there is a wall marker using the IsNearMarker function. Repeat using the right. I've wrapped this in a function so you can reuse it with different combinations



            Attached Files
            Last edited by Ali Akbar; 06-05-2017, 04:07 AM. Reason: typo
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              Originally posted by DrinkThisPotion View Post
              Hi Ali,
              I'm finding the Is Near Marker function to be extremely useful.

              Can we also have it return how many of the Nearby Marker there are?

              This would be useful for instances where I need to spawn something that's not near 2 wall markers, but being near 1 wall marker is OK. (for example).
              I've added the search count and it should be available in the next build
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                Originally posted by DrinkThisPotion View Post
                Ali,
                Couple questions about IsNearbyMarker.

                -Does it take into account the offset of actor it's attached to? (it doesn't seem to). I suppose it depends if Marker Transform coming from the select node takes offset into consideration.
                Both the input (marker transform) and search works on marker positions and it won't work with actor locations (chances are they won't be spawned yet when this executes). So the offset you apply to your actors in the mesh node won't be taken into account and you should search for their marker positions instead

                -Could there be a problem with small distances not working? Edit: I think small distances are almost certainly not working.
                Could you give me an example and I'll have a closer look?

                -Can it be used with markers emitted by a custom marker emitter? I seem to be getting strange results when I use it with BPM_RoomCornerEmitter.
                -For example, I'll set it to find a RoomCorner marker within 200 units of a Door marker, and it won't spawn even though it is certainly within 200 units.


                bool UGridDungeonQuery::IsNearMarker(const FTransform& CurrentMarkerTransform, const FString& NearbyMarkerName, float NearbyDistance, UDungeonBuilder* Builder)
                {
                float QueryDistanceSq = NearbyDistance * NearbyDistance;
                FVector CurrentLocation = CurrentMarkerTransform.GetLocation();
                for (const FPropSocket& Socket : Builder->PropSockets) {
                float DistanceSq = (Socket.Transform.GetLocation() - CurrentLocation).SizeSquared();
                if (DistanceSq < QueryDistanceSq && Socket.SocketType == NearbyMarkerName) {
                return true;
                }
                }
                return false;
                }
                It should work with custom marker emitter scripts. ~200 units seem pretty small (half a tile in the default art assets), unless your modular art is also very small. Maybe you meant 2000?
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                  Hello ali super plugin
                  By cons I did not used the blueprint by clicking on + selection logics I do not have a window that opens ???
                  bug
                  I'm under ue4 15.3
                  Sorry for the translation I am french

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                    Originally posted by DrinkThisPotion View Post
                    Well, I'm really on a roll with the questions here (it's because it's level building time!).

                    I need an emitter which would be positioned only on a room or corridor which has a wall facing the edge of the map (scenery).

                    This is so I can have broken walls which allow a view of the scenery but don't ever show the dungeon.

                    The RoomLongEdge emitter almost does this (with the RoomShrine) - but it's not guaranteed to be a room on the edge of the map.

                    Ali, is there any way to restrict an emitter to spawn in specific map locations? (like the corner, edge rooms, etc).

                    Thanks!
                    You can do this with spatial constraints (example attached). You might have to rotate your wall by 90 if you use the edge spatial constraint (rotation seems to be wrong)

                    Attached Files
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                      Originally posted by Aumaan Anubis View Post
                      [MENTION=28980]Ali Akbar[/MENTION]
                      I'm getting a BP compile error in using the quick start content pack



                      Found the BP and the error reads:


                      Is there a way to fix this?
                      [MENTION=33476]Aumaan Anubis[/MENTION] I just tested and it works fine on the latest version and 4.16. There is no Spline component in BP_SplinePathBuilder (it is just a BP function library), and hence the error. Could you post the screens of the BP that is trying to access this?
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                        [MENTION=28980]Ali Akbar[/MENTION]

                        Sure:
                        Click image for larger version

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                        It's from the quick start content pack.

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                          Originally posted by fuerogames View Post
                          I can handle that.
                          For the floor make new tile and place it before the normal floor. make it consume on spawn. make it call a new marker - call it whatever like "FloorCorner". Add the floor corner to the graph and simply add a normal floor tile there. now... make sure that the floor corner marker is spawned ONLY on spartial constrait for corner spawning Ali shopwed here a few posts back! this way you will have consistent floor however you will have a corner marker in every floor corner! Now simply use of the "is near marker" functionality to NOT spawn deco near corners hope that helps.

                          Ali I need a little help. Getting into the dungeon architect shows me more and more functionality and new ways to use it every day. I am using multiple marker spawners like in the fire level demo mixed with theme override. However I run into a problem. Not with the plugin but with fixing some functionality.

                          I spawn instanced dungeon as my dungeon is well.. buildings. And in those buildings I have walls floor etc - as instanced meshes. Its very efective and lightweight. However inside those buildings another theme is spawning loot. That can't be instanced. However it must spawn loot acordingly to the rules regarding constraints, is near etc of the building itself. I dont want to spawn loot mid air or on furniture that doesn't exist. How to do that? How to make sure I can spawn instanced walls and floors and later on top of those spawn actors?
                          You have two options. Use blueprints for your loot actors. They will spawn normally and will not be a part of the instanced geometry

                          Alternatively, You could use two dungeon actors as a workaround. The first dungeon would build only the instanced geometry. The second will not build any geometry but spawn the power ups as static meshes. You will however need to do some synronization (dungeon actor locations and their configurations should be the same)

                          Socnd question - Can I make a grid dungeon with all coredoors and rooms forced to be nex tto another? with no closed free space between them? I can easily achieve it with room volumes placed in close aproximation by hand, but cant find a sweetspot for dungeon random creation.
                          Tight packing of rooms without corridors is not supported with the grid layout. Try reducing the room area threshold to get a more tightly packed dungeon with more rooms and lesser corridors
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                            Originally posted by Aumaan Anubis View Post
                            [MENTION=28980]Ali Akbar[/MENTION]

                            Sure:

                            It's from the quick start content pack.
                            [MENTION=33476]Aumaan Anubis[/MENTION] Thanks for the screens. Could you try deleting the DA_Query_Examples folder and copying it again from the quick start content?
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                              Originally posted by EyesAndEars View Post
                              hello, how to fix this? getting this issue on almost every seed, am i missing something?
                              [MENTION=543109]EyesAndEars[/MENTION] I'll have alook
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                                [MENTION=28980]Ali Akbar[/MENTION]

                                Thank you, that fixed it

                                btw I'm enjoying this plug-in btw, I'm most looking forward to the completion of floor plan and snap builder.

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