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    When might we expect 4.18 support? Thanks!

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      Ali Akbar - Can we get an example like this one for UE4? The stronghold city builder.

      Storyteller - An immersive VR audiobook player

      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

      Comment


        Originally posted by Ali Akbar View Post

        MaxPower42 You can create them at both runtime or in the editor. You can change your light's mobility to either static or movable from the theme editor. If you build it in the editor, Unreal Ed would treat it like any other level and you can bake your lighting.
        >> You can change your light's mobility to either static or movable from the theme editor.

        Note that this does not actually work (this was mentioned a couple months ago). The static/movable setting is ignored. The only workaround that I've found is to put the light in a BP and use that BP node for movable lights.

        Comment


          Something odd I just noticed (after a year and a half of use!). With the grid builder (possibly other builders too) there doesn't seem to be a way to go from a cell ID to a cell. IOW, how do I get the cell given just a cell ID? I can get all the rooms and corridors and perhaps run through them looking for my cell ID, but that seems like a hack. Am I missing something? Given how often you need a cell it seems like this is desirable functionality (the fact that I haven't needed it for over a year notwithstanding!).

          Comment


            Ali Akbar - Is there a way to detect a house near a road in the city builder so I can spawn a special road with a driveway if one is present?

            Edit: BTW I found an oversight in the city builder for the configurable NxN markers (City Block Dimensions) in that the face-to-road functionality doesn't always work - for some subset of roads, the buildings will be facing away (180) from the road. Only happens with the City Block Dimensions, not the regular 1x1 spawning.

            As an aside, it'd be really nice if it were possible to make the default building size configurable separately from the road tile size.

            Edit again: Tossing FaceHouseTowardsRoad(Cell); into the loop for the larger buildings made it work in most cases.
            Last edited by n00854180t; 11-02-2017, 12:59 AM.
            Storyteller - An immersive VR audiobook player

            Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

            Comment


              I'm just getting started with Dungeon Architect, and want to link it in with the save game system I'm using.

              Way back in an update to Version 1.1.3, I note you made the following change -

              "Added NotBlueprintable to Dungeon actor's UCLASS macro so that the dungeon actor cannot be converted into a blueprint"

              Is there a specific reason you did this, because now I can't create a blueprint with a GUID reference my save game system needs to not destroy/recreate the Dungeon object in a scene (on reload)?

              Thanks.

              Comment


                I saw in your tutorial there was a way to make a new transform logic by clicking the plus sign in the theme file but now when clicking the plus sign all it does is let me choose from a list of 20 pre-made transform logics... where is the option to create a new one?

                Comment


                  Originally posted by RexVex86 View Post
                  I saw in your tutorial there was a way to make a new transform logic by clicking the plus sign in the theme file but now when clicking the plus sign all it does is let me choose from a list of 20 pre-made transform logics... where is the option to create a new one?
                  Just make a new blueprint and search for transform and find the dungeon transform logic class as the parent.
                  Storyteller - An immersive VR audiobook player

                  Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                  Comment


                    Hey everybody,

                    I am using the Floorplan builder to build a bunker. Does anybody know if a way to create selection logic for the floor plan to only select floor sections that are adjacent to walls? The grid selection logic appears to have many more options that are missing in the floor plan selection logic?

                    thanks for any advice

                    Comment


                      I need build! 4.18 support? Thanks!

                      Comment


                        new edit* figured it out... just went into the builder blueprint and switched current x -> X to current x -> Y on the get random offset node

                        edit* im using the straightlinebp as the builder class and i understand now why rotating the dungeon wont work... because it will always try to build in the direction it is programmed to which is the x axis, so that brings me to my new question: how can i edit the blueprint builder so that it builds straight lines in the Y axis instead of the X axis

                        old question:
                        how can I rotate an entire dungeon, i tried placing one on the scene and rotating it on its Z axis by 90 and it doesnt affect it all... i then tried to spawn an actor from class of dungeon and setting rotation to any value does not affect it at all...
                        Last edited by Imagine-Games; 11-12-2017, 01:41 AM.

                        Comment


                          Hello again,

                          I have another question.

                          I have a setup like the one in the image attached. First the ground decorations are spawned in, followed by the enemies. For simplicity, they are all just spawned with an affinity of 0.3. However, the also spawn inside the ground decorations. I have tried using example provided in the guide, where the spawn logic has "is near marker". This causes no enemies to spawn. Im guessing because technically there is a decoration marker everywhere, but not all of them are used. Is it possible to determine if a market has been activated and spawned something, and only prevent spawning near those markers?
                          Attached Files

                          Comment


                            Hey Ali,

                            When trying to package my game i get the following error right after cooking.
                            The game runs fine even in standalone, i just can't package it any more.
                            I made a lot of changes since last time i cooked the game so it's difficult to identify when the error started to occur.
                            As far as DA is concerned, i modified a few themes and added a Grid Dungeon Transformer, nothing fancy.
                            The error seems to point to DA's ShutdownModule function.
                            Any idea where i could look at ?

                            Code:
                            LogWindows: Error: begin: stack for UAT
                            LogWindows: Error: === Critical error: ===
                            LogWindows: Error:
                            LogWindows: Error: Fatal error!
                            LogWindows: Error:
                            LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
                            LogWindows: Error:
                            LogWindows: Error: UE4Editor-CoreUObject.dll!0x000000003A364AAA
                            LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000002ACB3A04
                            LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000002AC98F1A
                            LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000002AD23090
                            LogWindows: Error: UE4Editor-UnrealEd.dll!0x000000002AD3DA47
                            LogWindows: Error: UE4Editor-DungeonArchitectEditor.dll!FDungeonArchitectEditorModule::ShutdownModule() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitecteditor\private\dungeonarchitecteditormodule.cpp:136]
                            LogWindows: Error: UE4Editor-Core.dll!0x000000002DC2B787
                            LogWindows: Error: UE4Editor-Cmd.exe!0x000000006E0A2E26
                            LogWindows: Error: UE4Editor-Cmd.exe!0x000000006E0A39A5
                            LogWindows: Error: UE4Editor-Cmd.exe!0x000000006E0A39EA
                            LogWindows: Error: UE4Editor-Cmd.exe!0x000000006E0B02D9
                            LogWindows: Error: UE4Editor-Cmd.exe!0x000000006E0B1083
                            LogWindows: Error: KERNEL32.DLL!0x0000000079921FE4
                            LogWindows: Error: ntdll.dll!0x0000000079C6EF91
                            LogWindows: Error: ntdll.dll!0x0000000079C6EF91
                            LogWindows: Error:
                            LogWindows: Error: end: stack for UAT
                            Thanks !
                            Cedric

                            Comment


                              Originally posted by uced View Post
                              Hey Ali,

                              When trying to package my game i get the following error right after cooking.


                              ...snip...

                              Thanks !
                              Cedric

                              I just came to report the same thing! There is also something up with compiling c++ games that causes it to fail like this:

                              Code:
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: [4/4] Link DACPP_BP.exe
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool:    Creating library d:\UE\DACPP_BP\Binaries\Win64\DACPP_BP.lib and object d:\UE\DACPP_BP\Binaries\Win64\DACPP_BP.exp
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForGeneratedCode1DungeonArchitectRuntime(void)" (?EmptyLinkFunctionForGeneratedCode1DungeonArchitectRuntime@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForGeneratedCode2DungeonArchitectRuntime(void)" (?EmptyLinkFunctionForGeneratedCode2DungeonArchitectRuntime@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForStaticInitializationDungeonArchitectRuntime(void)" (?EmptyLinkFunctionForStaticInitializationDungeonArchitectRuntime@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@
                              @YAXXZ)
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: d:\UE\DACPP_BP\Binaries\Win64\DACPP_BP.exe : fatal error LNK1120: 3 unresolved externals
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: d:\UE\DACPP_BP\Binaries\Win64\DACPP_BP.exe
                              UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 40.47 seconds (Local executor: 0.00 seconds)
                              UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 41.0459162s to run UnrealBuildTool.exe, ExitCode=5
                              UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe DACPP_BP Win64 Development -Project=d:\UE\DACPP_BP\DACPP_BP.uproject  d:\UE\DACPP_BP\DACPP_BP.upro
                              ject -NoUBTMakefiles  -remoteini="d:\UE\DACPP_BP" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.11.14-08.47.54.txt' 
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
                              nary`2 InTargetToManifest)
                              UATHelper: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
                              UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
                              UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.ExecuteBuild()
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
                              UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
                              UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
                              UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
                              PackagingResults:Error: Error Unknown Error
                              I have tried both 4.16.3 and 4.17.2 with clean projects and just a ground element in the theme.

                              Comment


                                Any fresh news about 4.18 support?
                                I've read on the marketplace forum that Alì has already compiled the plugin for the new version.

                                When can we expect the plugin version upgrade?
                                Fantasy Turn-Based Tactical Game
                                STEAM: https://store.steampowered.com/app/9...Arcane_Legacy/
                                IG: https://www.instagram.com/arcanelegacyofficial/
                                FB: https://www.facebook.com/ArcaneLegacy/
                                WEB: http://www.arcanelegacy.com

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