Announcement

Collapse
No announcement yet.

Dungeon Architect

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    I encountered the following problem using DA in 4.22. I tried to create a new Grid Builder by pressing the + sign next to the Grid Builder property on a dungeon I created. It asked me for the name and where to save the file to. Then when it tried to create it, UE crashed and gave me this error.

    Unhandled exception

    UE4Editor_DungeonArchitectRuntime!ADungeon::CreateBuilderInstance() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:276]
    UE4Editor_DungeonArchitectRuntime!ADungeon::PostEditChangeProperty() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:189]

    I was able to create a Custom Grid Builder by creating a new Blueprint and selecting Custom Grid Builder however so it's not a big deal. Just giving you a heads up.

    Comment


      Originally posted by Prospile View Post
      I encountered the following problem using DA in 4.22. I tried to create a new Grid Builder by pressing the + sign next to the Grid Builder property on a dungeon I created. It asked me for the name and where to save the file to. Then when it tried to create it, UE crashed and gave me this error.

      Unhandled exception

      UE4Editor_DungeonArchitectRuntime!ADungeon::CreateBuilderInstance() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:276]
      UE4Editor_DungeonArchitectRuntime!ADungeon::PostEditChangeProperty() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:189]

      I was able to create a Custom Grid Builder by creating a new Blueprint and selecting Custom Grid Builder however so it's not a big deal. Just giving you a heads up.
      Prospile Thank you for the update, I'll have a look
      ​​​​​​​
      Dungeon Architect | Prefabricator

      Discord Support

      Comment


        Originally posted by TinyLeviathan View Post
        Hello, I have an issue with the SnapMapDungeonBuilder Class in a replicated environment

        The client who joins gets automatically kicked from the server when loading up/ instancing a level via the "Build Dungeon" function.

        The logs show "ServerUpdateLevelVisibility()" at the point of net closure for the client. After reading the wiki page its related to networked actors in streaming levels.

        I had two questions, what does the "Replicate Dungeon" checkbox do? And is there a known/possible workaround for the issue above?

        Thanks for an amazing plugin Ali, its been great to work with so far 
        Originally posted by RennJan View Post
        Hello, I have an issue with the SnapMapDungeonBuilder Class in a replicated environment.

        When a Client joins a server they get automatically kicked from the server when loading up/ instancing a level via the "Build Dungeon" function.

        The logs show "ServerUpdateLevelVisibility()" as the last function call before net closure. The wiki says its related to actors in streamed level over the network, which in this scenario, the levels themselves don't appear to be network streamed (if thats a thing), in my setup, the server generate a dungeon from a seed, which is replicated, clients build this dungeon OnRep_Seed.

        I had two questions, what does the "Replicate Dungeon" checkbox do? and is there a known/possible workaround for the issue mentioned above?

        Thanks for an amazing plugin Ali, its been great to work with so far 

        Thank you! I'm happy you like it. I've rewritten the level streaming code with the following new changes to make it work in multiplayer:

        Client: Works as before and streams in the rooms that are close to the local player(s)
        Server: It now takes into account all the controllers (Players and NPCs) and streams the modules near them based on the depth parameter

        This way the server has the levels streamed in for all the relevant players so it could properly run the physics for everyone (hence not make the player fall off the rooms if they wander too far away from each other) and the clients only stream in the rooms they are in (for local physics interp). It works with dedicated servers, listen servers and local split screen

        I have this working with the ShooterGame demo. I'm also working on a demo game with all the new assets we've got over the past few months
        Last edited by Ali Akbar; 05-13-2019, 07:45 AM.
        Dungeon Architect | Prefabricator

        Discord Support

        Comment


          Originally posted by Ali Akbar View Post




          Thank you! I'm happy you like it. I've rewritten the level streaming code with the following new changes to make it work in multiplayer:

          Client: Works as before and streams in the rooms that are close to the local player(s)
          Server: It now takes into account all the controllers (Players and NPCs) and streams the modules near them based on the depth parameter

          This way the server has the levels streamed in for all the relevant players so it could properly run the physics for everyone (hence not make the player fall off the rooms if they wander too far away from each other) and the clients only stream in the rooms they are in (for local physics interp). It works with dedicated servers, listen servers and local split screen

          I have this working with the ShooterGame demo. I'm also working on a demo game with all the new assets we've got over the past few months

          Do you have any screenshot examples of how to get this working or could you make a short tutorial please, we've been fighting with it for over a week and it would really help us out, or is this something that will be included/fixed in the next update?

          Also, with having this problem I've been exploring using the SnapDungeonBuilder, I know it's only experimental at the moment but I'm having issues with it as I can't find much documentation on how to use it properly, I have managed to get it to spawn a single blueprint room and it varies between the two different blueprints I'm testing with, but it won't generate them both attached together, I've tried using the connectors like with the SnapMapBuilder but it's not working, do you have any advice or documentation that would help me please?

          Comment


            Hey Ali, thanks for the response, I didn't realise my post had posted from the other account, and then there are 2 posts!! The forum said the account was not valid (the emails no longer exist) so i posted again!

            I'd like to try these rewritten features you mentioned, the last version I used was from 4.22 downloaded architect on Friday the 10th of May.

            @agamedevguy twitter
            Renn Farnell Website

            Comment


              This looks amazing! Great work
              My favourite video games

              Comment


                Originally posted by Art of Nyxi View Post


                Do you have any screenshot examples of how to get this working or could you make a short tutorial please, we've been fighting with it for over a week and it would really help us out, or is this something that will be included/fixed in the next update?

                Also, with having this problem I've been exploring using the SnapDungeonBuilder, I know it's only experimental at the moment but I'm having issues with it as I can't find much documentation on how to use it properly, I have managed to get it to spawn a single blueprint room and it varies between the two different blueprints I'm testing with, but it won't generate them both attached together, I've tried using the connectors like with the SnapMapBuilder but it's not working, do you have any advice or documentation that would help me please?
                Art of Nyxi I'll have an update soon with the multiplayer fix (It requires C++ changes)

                For the snap map builder, please follow along this doc for the time being: https://coderespawn.github.io/dungeo...ser-guide-ue4/

                The new update (2.13.0) will make it easier to debug your dungeons as you build through the graph
                Dungeon Architect | Prefabricator

                Discord Support

                Comment


                  Originally posted by RennJan View Post
                  Hey Ali, thanks for the response, I didn't realise my post had posted from the other account, and then there are 2 posts!! The forum said the account was not valid (the emails no longer exist) so i posted again!

                  I'd like to try these rewritten features you mentioned, the last version I used was from 4.22 downloaded architect on Friday the 10th of May.
                  2.13.0 is live on the marketplace and you should be able to download the update now
                  Dungeon Architect | Prefabricator

                  Discord Support

                  Comment


                    Originally posted by sonic172 View Post
                    This looks amazing! Great work
                    Thank you
                    Dungeon Architect | Prefabricator

                    Discord Support

                    Comment


                      I've fixed an memory bug in the snap map builder that was not allowing you to switch levels after you've generated a dungeon the visualize tab of the flow editor. It also doesn't take up memory on subsequent rebuilds and properly unloads the unused streaming levels from memory. This will be available in 2.13.1

                      Dungeon Architect | Prefabricator

                      Discord Support

                      Comment


                        Great Tools Thanks

                        I'm having a few problems getting it to work correctly. I'm hoping you might be able to point me in the right direction.

                        Problem 1: No doors
                        I wanted to design a very specific level so I decided to use the dungeon painter tool. Is there any way to add doors? Ideally, I would like to define the location.

                        Problem 2: Can create selector logic
                        I was following your video on selector logic when I got to the section about creating a room based selector logic (3:30 https://www.youtube.com/watch?v=hQFCi_Hw074&t=208s )

                        It shows the creation of a blueprint by clicking in the interface. However when I attempt this in version 4.22. I does allow me to select a file, however in the video it creates a specific file. Now it wants me to select a file. I tried making a normal blueprint but it doesn't have the same override. How do I create this specific blueprint.

                        Thanks for the help.

                        Update: I FIgured it out no need to respond.

                        Ed
                        Last edited by KeGId1517; 05-21-2019, 03:37 PM.

                        Comment


                          Hello Ali,

                          I'm desperately trying to package a demo using Dungeon architect (from the marketplace) in 4.21.2

                          I've tried several steps suggested by various forum posts (such as removing intermediate/saved folders) but nothing worked so far.

                          I've also tried adding a c++ class to my project (as advised early in this thread) but that failed too.

                          To be clear, it fails packaging a default third person project with Dungeon Architect enabled.

                          Are there any packaging instructions i should be aware of?



                          Here are logs of one packaging attempt, if they are any help.

                          Cook2019.05.2017.08.21.txt Log.txt

                          Comment


                            Hi, I don't know if anyone can help me but I am trying to emit a marker which sits in the middle of a dungeon room.

                            It is example 1 in the user guide here:

                            http://coderespawn.github.io/dungeon...uide_2.11.html

                            On the blueprint it wants me to use "Break DungeonModel" however I cannot find this as an option. Or "Break DungeonConfig".

                            Does anyone know what to do?

                            Comment


                              Originally posted by KeGId1517 View Post
                              Hi, I don't know if anyone can help me but I am trying to emit a marker which sits in the middle of a dungeon room.

                              It is example 1 in the user guide here:

                              http://coderespawn.github.io/dungeon...uide_2.11.html

                              On the blueprint it wants me to use "Break DungeonModel" however I cannot find this as an option. Or "Break DungeonConfig".

                              Does anyone know what to do?

                              If i remember correctly the content exemples contains something like what you're looking for (in the grassland exemple).

                              You can find and download those here (under "Download content pack"): http://coderespawn.github.io/dungeon...ide_2.12+.html

                              Hope that helps.

                              Comment


                                Hello Ali,

                                I just purchased DA yesterday and currently I'm exploring what it can do. Presently I'm using the MultistoryDungeons Asset from the Marketplace and have been able to put together some basic structures in DA but I'm wondering if there is a way to somehow register the sizes of each mesh part to DA for more complex building of dungeons. The reason I say this is that there is an incredibly huge amount of mesh's included in this asset and some of the mesh's are quite a bit larger than normal and take up more wall space length or width, height wise than others. Eg: One archway is 600 x 268 x 835 which works well with the standard wall sizes, but another Archway is 1402 x 502 x 1214 and there is no real effective way of using this larger mesh combined with the smaller mesh throughout the map as far as I can see (though it would look incredible if done proper). The larger doesn't fit properly anywhere width wise. Is this a limitation of what can be done? As I am just new to using DA, I'm not sure if what I'm asking can be done in DA. Or may I suggest the idea to be implemented if possible.

                                Suggestion (if not already there):

                                - for multiple wall, Arch, doorway meshes (both length, width, height) provide option to register each mesh overall size and have DA proceduraly place the sizes in the layout for more accurate use of differing size meshes (also that shouldn't be re-scaled due to proper scaling requirements for certain games)
                                - or, same as above but user defined/adjusted layout process to accommodate the differing mesh sizes that would make up walls, Archway's or doorway's...etc. Eg: the ability to see/edit the layout and stretch the thickness or length of an area/wall/door/arch to accommodate a certain mesh (maybe during population of meshes) while still keeping the procedural design (and maybe have the desired mesh selected and ready to pop in as the area is stretched). Sort of like giving the artist some flexibility in creativity while still being procedural.
                                - the above could also be for user defined stretching room/corridor sizes or heights for more flexibility.

                                I still have so much to learn about DA but great work!!! Looking forward to using it to streamline layer building.

                                Cheers!!!

                                Comment

                                Working...
                                X