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    4.19 support is live

    Dungeon Architect | Prefabricator

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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 Post
        Thanks Ali!!

        Unfortunately it is not installing to the engine, when I select 4.19 and click install, nothing happens.
        Ministelis Try restarting the Epic Launcher (logout and login again). If it doesn't work, remove the plugin from 4.19 engine (click the "Installed plugins" link below the engine version and click Remove). Then re-install it


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          Originally posted by Ali Akbar View Post
          Very 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 days
          Can I ask what happened to this feature? It looks great! Also, why was the paper2d work not implemented. Both of these would be very handy with what I'm working on.
          Last edited by GruntosUK; 04-04-2018, 06:12 AM.
          Level Designer: Available for work if needed.

          http://www.grantegglestone.com

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            Originally posted by GruntosUK View Post

            Can I ask what happened to this feature? It looks great! Also, why was the paper2d work not implemented. Both of these would be very handy with what I'm working on.
            GruntosUK I'll get to that in the future
            Dungeon Architect | Prefabricator

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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
              Dungeon Architect | Prefabricator

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                Added a flag in the theme override volume that lets you fall back to the base theme if you have not defined any meshes under a certain marker

                This is useful if you want to selectively override certain aspects of the base theme, without re-implementing the other details in the overridden themes

                Dungeon Architect | Prefabricator

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                  Originally posted by Ali Akbar View Post


                  Flaccid Laser try setting the NumCells to 0 in the configuration
                  Thanks Ali Akbar for your response, sorry for the late reply.

                  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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                      Hi,
                      Does the plugin allow you to keep the positions of the rooms fixed and only change the corridors?
                      Thanks

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                        Hi Ali,

                        Dungeon Architect fails to compile on PS4 with 4.19. You just need to add:
                        Code:
                        #include "Engine/World.h"
                        to SceneProviderCommand.h because the AddActor function template uses FActorSpawnParameters.

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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 Post
                            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.
                            something like this? https://www.youtube.com/watch?v=ElsH8E5-9DM
                            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?


                              Attached Files
                              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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