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    Originally posted by Llama Del Rey View Post
    Hello Ali!

    I bought the plugin few days ago and been going through every documentation to use the SnapBuilder since it's the reason I got the plugin.

    I've spent now 3 full days to try to make it work, I even changed the version of Unreal because the downloadable example you made is on 4.21 and I was on 4.19

    I've tried everything and went into your modules to understand why it's not working properly. I found that we have to add a bound level volume that is not on the documentation.

    There must be other specification missing because I can't get the tool to work when I use my own modules (works with your modules). I know it's coming from the modules because with all the tests I've made Module Database works fine, Dungeon Flow and connections too, the problem comes from the module itself.

    At this point I'm really desperate and don't know what to do to make it work this is why I write here. Can you please help me?

    Thank you!
    Llama Del Rey Please try as J.C. Smith mentioned. The dungeon will not build if it cannot satisfy the following constraints:
    • If it cannot build a dungeon that satisfies the dungeon flow graph. It could happen for a few reasons:
      • There's a node in the graph (e.g. with name "ArmoryRoom") and no corresponding mapping to a module in the module database
      • The module has fewer connections (entry/exists) than the graph requires. For e.g. in the generated graph, the node "ArmoryRoom" might have one entry link and 4 outgoing links which would require a minimum of 5 connections in the module level file and you have only 4
      • The module bounds are larger than expected. This can happen if you place a custom blueprint somewhere far away outside the bounds and it takes it as part of the bounds thus increasing it. Place a Level Bounds actor and select it to make sure it is tightly packed
      • The module database is out of date. If you modified your modules, it needs to be rebuilt
    • The modules cannot be connected as the art asset overlap with the adjacent connected module's art asset. In this case try increasing the Overlap threshold from the config
    • The orientation of your connections is wrong. Make sure the red arrow points outward and is at the edge of the module bounds

    When the snap dungeon doesn't build, it needs better error reporting as to why it didn't build. I'll add that in the next update as others have also face difficulty debugging it. In the mean time, start with a small graph (two nodes) and make sure it works. If it doesn't, increase your overlap threshold till it works. Then add more nodes from there. Once these basics are solved, it should work properly

    You don't need the Level Bounds actor in the module file. You can however use it to make sure your bounds are correctly packed

    Dungeon Architect | Prefabricator

    Discord Support

    Comment


      Originally posted by Ali Akbar View Post
      You don't need the Level Bounds actor in the module file. You can however use it to make sure your bounds are correctly packed
      So the level bounds actor (which I placed and scaled manunally to fit the correct module size ...) is never used by the snap builder itself or in the level streaming process for visibility?

      Just wondering ...

      Comment


        Hi Ali,

        i tried your suggestion (copying over the plugin etc) but sadly it isn't working.

        On a new empty project, it still errors out with the duplicate class names errors.

        Steps to reproduce:

        - create a new c++ project
        - create a plugin folder
        - copy over DA folder
        - generate project files
        - compile -> errors

        I didn't add any classes or BP's yet.
        At least i get some additional error msgs:

        Code:
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraph_Grammar.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarNode or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarNode
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraph_Grammar.h(17) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraph_Grammar or Class /Script/DungeonArchitectEditor.EdGraph_Grammar
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraphSchema_Grammar.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraph_Grammar or Class /Script/DungeonArchitectEditor.EdGraph_Grammar
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraphSchema_Grammar.h(13) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarNode or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarNode
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraphSchema_Grammar.h(25) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphSchema_Grammar or Class /Script/DungeonArchitectEditor.EdGraphSchema_Grammar
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/Nodes/EdGraphNode_GrammarBase.h(9) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarBase or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarBase
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/Nodes/EdGraphNode_GrammarNode.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarNode or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarNode
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/Nodes/EdGraphNode_GrammarNode.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarBase or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarBase
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraph_Grammar or Class /Script/DungeonArchitectEditor.EdGraph_Grammar
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error: === Critical error: ===
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error: Assertion failed: Class->Children == NULL [File:D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealHeaderTool\Private\HeaderParser.cpp] [Line: 5685]
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
        1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
        1>EXEC : error : UnrealHeaderTool failed for target 'MSD2Editor' (platform: Win64, module info: C:\Git\MSD2\Intermediate\Build\Win64\MSD2Editor\Development\MSD2Editor.uhtmanifest, exit code: CrashOrAssert (3)).
        Seems UHT cannot decide which to use. I personally never had anything like this, so i don't know how to resolve it.

        Regards

        Algorithman

        Comment


          Heya Ali Akbar and J.C. Smith

          Thank you very much for your help, I've been able to make it work. I can't tell exaclty why but I've redone everything outside of my project on something completely blank and it worked fine now I'll figure out why it's not working with my project.

          I really wanted to mention that the tool is amazing and well done, I'm a professional level designer and I'm having so much fun with such a tool. Thank you so much for the support!

          Comment


            I have some other questions related to snap map builder:

            -Is it possible to make actual procedural generated corridors between my hand-made rooms? So when I build the rooms will be placed randomly in the world and corridors will be procedural to join them.

            Thank you!


            Last edited by Llama Del Rey; 03-14-2019, 02:26 PM.

            Comment


              Hi Ali Akbar

              i found out what the cause was.

              Seems Epic Launcher isn't clearing out the plugins folder completely while updating to a newer version, so there were remnants of an older DA version still present which lead to these errors.

              I'll file a bug report with epic so they can improve it.

              It's all good now, thx for the plugin

              Comment


                Originally posted by Laurentius View Post

                So the level bounds actor (which I placed and scaled manunally to fit the correct module size ...) is never used by the snap builder itself or in the level streaming process for visibility?

                Just wondering ...
                The Level Bounds actor is used if available when you are baking the module cache in the module db asset. If it is not there, it calculate the bounds manually. So, it might slightly decrease the time it takes to rebuild the module cache in the editor. You don't really need to add it if you don't want to.

                I usually drop one in my module level file to test if the bounds fit tightly and not increased due to some misplaced actor somewhere far away
                Dungeon Architect | Prefabricator

                Discord Support

                Comment


                  Originally posted by Llama Del Rey View Post
                  Heya Ali Akbar and J.C. Smith

                  Thank you very much for your help, I've been able to make it work. I can't tell exaclty why but I've redone everything outside of my project on something completely blank and it worked fine now I'll figure out why it's not working with my project.

                  I really wanted to mention that the tool is amazing and well done, I'm a professional level designer and I'm having so much fun with such a tool. Thank you so much for the support!
                  Originally posted by Llama Del Rey View Post
                  I have some other questions related to snap map builder:

                  -Is it possible to make actual procedural generated corridors between my hand-made rooms? So when I build the rooms will be placed randomly in the world and corridors will be procedural to join them.

                  Thank you!

                  I'm glad you like it Llama Del Rey

                  I've been experimenting with a procedural room designer a while ago which will be useful for snap and other types of builders (like grid, bsp etc). Given a bounds and possible door connection points (at different Z levels) it will create good looking room interior geometries based on some existing models. I'll have more info later

                  Did you have a look at Prefabricator? It will help with creating lots of variations with simple building blocks
                  Dungeon Architect | Prefabricator

                  Discord Support

                  Comment


                    Originally posted by Algorithman View Post
                    Hi Ali Akbar

                    i found out what the cause was.

                    Seems Epic Launcher isn't clearing out the plugins folder completely while updating to a newer version, so there were remnants of an older DA version still present which lead to these errors.

                    I'll file a bug report with epic so they can improve it.

                    It's all good now, thx for the plugin
                    Algorithman Thanks for the heads up

                    Dungeon Architect | Prefabricator

                    Discord Support

                    Comment


                      I've added Weights to the Theme Override volumes, so if a marker overlaps with multiple theme volumes, the volume with the highest weight gets applied
                      Dungeon Architect | Prefabricator

                      Discord Support

                      Comment


                        Originally posted by Ali Akbar View Post



                        I'm glad you like it Llama Del Rey

                        I've been experimenting with a procedural room designer a while ago which will be useful for snap and other types of builders (like grid, bsp etc). Given a bounds and possible door connection points (at different Z levels) it will create good looking room interior geometries based on some existing models. I'll have more info later

                        Did you have a look at Prefabricator? It will help with creating lots of variations with simple building blocks
                        I did have a look at it, watched few videos, it's an amazing tool, close to what was used to make the city of Assassins Creed Unity.

                        Designing around procedural is extremely tricky and demand a different way to approach the design constraints. In my case I made the choice to have handmade rooms to make sure I have control over the flow, the fun and make sure each room has a different flavor that players will remember. I wish there was a way to use the dungeon flow tool that will spread my rooms among the map and then have pure procedural generated corridors to join them. If you have an idea or want to talk about designing with procedural I'm open to give all the advices that I can.

                        Comment


                          We have the tool working for our team, and we really like it. We're looking to add another artist to our team -- an experienced Sci-Fi environmental artist who is quite familiar with this tool. Must have a significant portfolio of Sci-Fi work. If interested, please send a PM to me. This is paid contract work.

                          Comment


                            Issue: "Is On Corner" Selector blueprint node is placing items next to walls and not only corners.

                            1) I created a Selector blueprints
                            2) I'm using the "Is On Corner" blueprint node
                            3) Tried connecting it to either Wall or Ground marker but none works as expected.

                            Any ideas?




                            Attached Files

                            Comment


                              Hello Ali,

                              Is it possible to use the paint mode at runtime ?
                              If yes, do you know what i should save/replicate to remember/share the result ?

                              Thanks :-)
                              Cedric

                              Comment


                                Ali,

                                Silly me, i've got my answer in the quick start guide^^
                                https://www.youtube.com/watch?v=Xor9nxeNoO4

                                Then, do you know what i should save/replicate to remember/share the manual layout ?
                                I going to look through your code in search for an array to save, but if you have the answer it'll spare me some time :-)

                                Thanks
                                Cedric

                                Comment

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