4.19 support is live
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Dungeon Architect
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Thanks Ali!!
Unfortunately it is not installing to the engine, when I select 4.19 and click install, nothing happens.
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Originally posted by Ministelis View PostThanks Ali!!
Unfortunately it is not installing to the engine, when I select 4.19 and click install, nothing happens.
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Originally posted by Ali Akbar View PostVery early progress of the DungeonFlow editor
I have the UI done where you can define high level flow. There will be many nodes in the design graph like Cluster node to create a group of rooms, Platform nodes to create a single room etc and some ability to theme override each of them selectively
The Result Graph shows the 2D view of a random dungeon that respects the specified constraints in the Design graph. I haven't worked on the algorithm yet. I'll have more in the coming daysLast edited by GruntosUK; 04-04-2018, 06:12 AM.
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Fixed a bug that was causing DA to pick volumes from all open worlds, rather than the existing world the Dungeon actor belongs to. This was causing the theme editor's viewport to pick up theme override volumes that were placed in the level editor's scene
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Originally posted by Ali Akbar View Post
I have already tried that. I set NumCells to 0, but sadly, it creates corridors to bind the rooms. I'd like to be able to create "Isolated" rooms with the Paint Mode.
I have attached a video that shows what I mean: https://youtu.be/KXLe2YKHbtA
Please, let me know if you need further information.
Thanks in advance.
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Hi. I'm new here and a have a question, how do i do a selection BP to select just the middle of the room?
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Hello Ali. wondering if You can make a tutorial on using city builder with larger buildings and putting together city scenes vs residential. would love to do this in Dungeon Architect vs level streaming. You sent me a message in October saying You were going to put one up for me. Still waiting patiently. Thanks for the awesome plugin and excellent work! Would love to have Dungeon levels streaming vs the ones I'm building. Such a brilliant plugin cant wait to really use it like I want.
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Originally posted by lafilmcompany View PostHello Ali. wondering if You can make a tutorial on using city builder with larger buildings and putting together city scenes vs residential. would love to do this in Dungeon Architect vs level streaming. You sent me a message in October saying You were going to put one up for me. Still waiting patiently. Thanks for the awesome plugin and excellent work! Would love to have Dungeon levels streaming vs the ones I'm building. Such a brilliant plugin cant wait to really use it like I want.
each building varies by floors and could ahve diferent interior and materials, however i put this in 1h tops.
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I being working with your Snap Map builder and have an issue in editor when rotating the (actor/connector) through the UI input fields. If you rotate using toolbar all is good but if you input a Z rotation and child components disappear. I have a similar issue if you do an undo action. Have you seen thing behavior?
Last edited by Sooth; 05-02-2018, 03:24 PM. Reason: Screen shot shows you the basic Connector and ConnectionInfo I used to test with.
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Issue is this is missing call to Super::PostEditChangeProperty in SnapMapConnectionActor.cpp
void ASnapMapConnectionActor::PostEditChangeProperty(struct FPropertyChangedEvent& e) {
FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None;
if (PropertyName == GET_MEMBER_NAME_CHECKED(ASnapMapConnectionActor, ConnectionComponent)) {
ConnectionComponent->BuildConnection();
}
}
it should be
void ASnapMapConnectionActor::PostEditChangeProperty(struct FPropertyChangedEvent& e) {
FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None;
if (PropertyName == GET_MEMBER_NAME_CHECKED(ASnapMapConnectionActor, ConnectionComponent)) {
ConnectionComponent->BuildConnection();
}
Super::PostEditChangeProperty(e);
}
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