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    [MENTION=28980]Ali Akbar[/MENTION] or anyone who can help:

    Is there a specific or preferred way of spawning AI characters? If I manually place AI characters in the editor they work as expected, but if I use an Actor Node to spawn them in my theme, they don't navigate. They attack if the player is in range but they don't move. I've tried using more than one theme on a Dungeon where the second theme placed enemies and the enemies appeared to overwrite whatever was in the base theme. I would also really like to use a custom spawner similar to this video, but when I tried this as an Actor Node in my theme they just fall right through the level, even if the spawn volume is above the level geometry. I eventually want to use a custom spawner that doesn't spawn AI Pawns until the player is near so this is really important for me to solve. I tried using two dungeons with the same seed, one with the level geo and one with my AI pawns and had the exact same issues. I'm currently using the SimpleCityBuilder but have also had this problem with the SnapBuilder.

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      I have possibly a very newbie question, and this topic is too large to read it all. If i build map in a runtime it have a lightning unbuild warning message. Can lightning be rebuilt in a run time for a newly generated level? What is work around for mobiles? (i dont think mobiles able to recalculate light in reasonable time). Thanks.

      Thanks.

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        Originally posted by rctorres View Post
        [MENTION=28980]Ali Akbar[/MENTION] or anyone who can help:

        Is there a specific or preferred way of spawning AI characters? If I manually place AI characters in the editor they work as expected, but if I use an Actor Node to spawn them in my theme, they don't navigate. They attack if the player is in range but they don't move. I've tried using more than one theme on a Dungeon where the second theme placed enemies and the enemies appeared to overwrite whatever was in the base theme. I would also really like to use a custom spawner similar to this video, but when I tried this as an Actor Node in my theme they just fall right through the level, even if the spawn volume is above the level geometry. I eventually want to use a custom spawner that doesn't spawn AI Pawns until the player is near so this is really important for me to solve. I tried using two dungeons with the same seed, one with the level geo and one with my AI pawns and had the exact same issues. I'm currently using the SimpleCityBuilder but have also had this problem with the SnapBuilder.
        [MENTION=525502]rctorres[/MENTION] There are a few things you need to consider:

        If you are spawning the AI in a runtime dungeon, then the navmesh needs to be regenerated at runtime. You can set this in the project setting: Video (skip to 2:08)
        If you build your dungeon at design time in the editor and hit play and they don't move, make sure the ground tile is not blocking them (you'll need to adjust the Z offset on the actor node). Also check this for NPCs that are falling through the ground
        Dungeon Architect | Prefabricator

        Discord Support

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          Thank you for the CityBuilder walkthrough. I'm slowly getting the hang of this wonderful plugin. Is it possible to do a walkthrough building a city using commercial style buildings. We bought the Urban Construction Pack a while back I want to do more of a Metropolis style City vs a Neighborhood. My building sizes are 2850x2850x4,411 and varies.

          I'm getting the hang of this more and more as I am using it.

          Thank You

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            Originally posted by Ali Akbar View Post
            [MENTION=504934]DrinkThisPotion[/MENTION] I'll expose the adjacent cell list in the next update
            Hi Ali,
            Did you ever end up exposing this?

            Thanks!

            Comment


              Hi Ali,
              Some seeds have stairs blocking doors. The only settings that seem to fix would be removing stairs completely (setting height variation prob to 0.0). Any chance for a fix? It's game breaking in these situations.

              Here are some examples.

              Seed 9614 - Furthest room A's door is blocked by stairway:
              Click image for larger version

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              Click image for larger version

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              Seed 6035 - Stairs blocking corridor door to Furthest Room B (settings same as above except for seed):
              Click image for larger version

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              Seed 8697 - Stairs blocking door of Furthest room A (this would result in not even being able to enter the dungeon!)
              Click image for larger version

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                Hello and thank you for this plugin I have done the update and I have a problem with the painting mode I paint I have my mouse that blocks as well as ue4 j uses ue4 15.3

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                  Originally posted by Ali Akbar View Post
                  [MENTION=525502]rctorres[/MENTION] There are a few things you need to consider:

                  If you are spawning the AI in a runtime dungeon, then the navmesh needs to be regenerated at runtime. You can set this in the project setting: Video (skip to 2:08)
                  If you build your dungeon at design time in the editor and hit play and they don't move, make sure the ground tile is not blocking them (you'll need to adjust the Z offset on the actor node). Also check this for NPCs that are falling through the ground
                  Thanks for pointing out the runtime navmesh issue! Looks like I had set my custom spawner to always use z=0 to spawn no matter how high I placed the spawner. Looks like things are working as intended!

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                    Hi. Can this asset be used for paper2D games?

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                      Originally posted by Bloodwork View Post
                      Hi. Can this asset be used for paper2D games?
                      [MENTION=1691]Bloodwork[/MENTION] Paper2D is not supported
                      Dungeon Architect | Prefabricator

                      Discord Support

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                        Quick Start Content Pack problem

                        Could you help me with quick start content pack for Dungeon Architect plugin.
                        I've download quick start content from website, made a new third person project in 4.6.1 for it and copied all files in content folder.
                        here is a link for screenshot
                        https://ibb.co/kPPzQv
                        I've tried to open example maps, but it is empty at all:
                        https://ibb.co/nojzQv
                        Dungeon theme is empty too:
                        https://ibb.co/hjiFyF
                        Same problems with all demos.

                        Could you help me to solve this problem?
                        Thank you in advance.

                        Comment


                          Originally posted by OnlyOneLab View Post
                          Could you help me with quick start content pack for Dungeon Architect plugin.
                          I've download quick start content from website, made a new third person project in 4.6.1 for it and copied all files in content folder.
                          here is a link for screenshot
                          https://ibb.co/kPPzQv
                          I've tried to open example maps, but it is empty at all:
                          https://ibb.co/nojzQv
                          Dungeon theme is empty too:
                          https://ibb.co/hjiFyF
                          Same problems with all demos.

                          Could you help me to solve this problem?
                          Thank you in advance.
                          [MENTION=274250]OnlyOneLab[/MENTION] You need to copy them in the Content's root folder
                          • Delete whatever you copied
                          • Copy over the files again to the Content/ folder
                          • If you need this in a sub folder, the from within the editor's content browser, move the files to a sub folder so UnrealEd can properly move them
                          • Add starter content to the project


                          Also refer the quick start guide instructions for each map. There are some art dependencies for some maps (like infinity blade's free assets from the marketplace) that you need to add to you project first
                          Dungeon Architect | Prefabricator

                          Discord Support

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                            Thank you for your help. Now everything is perfet

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                              [MENTION=28980]Ali Akbar[/MENTION] - Is it trivial to expose the Snap builder config variables to Blueprint? (module arrays, branch sizes, etc) If so, can that be worked into an update? Thanks!

                              Comment


                                How do I get my dungeons (sci-fi) to come with the same lighting as your youtube videos.. do you have to tweak the lighting or is that generated also? I see the orange and blue lights but the overall lighting looks bland and flat... I KNOW IT'S SOMETHING I'M DOING WRONG. Any suggestion?

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