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    Originally posted by Jondoes View Post
    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.

    [ATTACH]n1622342[/ATTACH] [ATTACH]n1622343[/ATTACH]
    Jondoes I looked at the log files and they don't show any DA related errors, except for this:

    Editor terminated with exit code -1073741819. I also tried packaging with the latest version and it works fine.

    It looks like an issue with the engine installation. Could you try packaging after disabling DA and see if it works? If not, you need to verify your installation from the launcher

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      Originally posted by PhoenixSpyder View Post
      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!!!
      Hey PhoenixSpyder Thank you for using DA and for the suggestions. A while ago I implemented a powerful new system in the unity version of DA and didn't get around to bringing it to UE4 yet. It opens up lots of possibilities for including larger pieces with artist friendly tooling

      I'll implement it in UE4 soon

      Spatial Constraint Graph




      More info on the basics of this feature


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        Hey Ali, thanks for the suggestion.

        I tried packaging after disabling DA, leaving the content in, it gave me errors.

        I also tried packaging after disabling DA and removing all the dungeon architect modules (using snapmap), it does package fine (but with no gameplay maps).

        The last thing i tried was verifying 4.21 install and removing other unused plugins from the engine version. Still did not work.

        I'm going to try reinstalling the engine version and try again.

        Comment


          Submitted a new version to the marketplace for approval


          Version 2.13.1
          • Fix: Fixed unloading issues with the snap map builder's module levels. This was causing issues while saving maps and taking up memory
          • Fix: Actor replication in snap map modules were not working correctly

          This maintenance release fixes an issue where if you built your snap map dungeon in the editor a few times, some of the modules were not unloaded correctly from the editor's memory and were showing an error/warning when changing levels or saving the level file. It also fixes an issue where replicated actors placed in the snap module levels were not replicated to the clients
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            Originally posted by Ali Akbar View Post

            Hey PhoenixSpyder Thank you for using DA and for the suggestions. A while ago I implemented a powerful new system in the unity version of DA and didn't get around to bringing it to UE4 yet. It opens up lots of possibilities for including larger pieces with artist friendly tooling

            I'll implement it in UE4 soon

            Spatial Constraint Graph




            More info on the basics of this feature

            Wow, these features look like they will do something similar to what I am asking for in my suggestions. Any idea of a time frame for these added features for UE4 version? No pressure. Just needing to know so I can plan my development accordingly.

            Also, since I am new to DA, I'm wondering about the ability to have roofs of buildings installed during the process...for assets than provide roof meshes.

            - Another suggestion would enable DA to recognize a particular Asset's meshes based on size and shape or reference name and be able to utilize them according to their type, etc...sort of like a smart building block mode for advanced meshes.

            Looking forward to your new features in UE4 version!!! Cheers!!!

            Comment


              Ali Akbar

              I am skimming at the docs and I am not finding any notes about how to organize level for Snap builder level pieces with pre-compiled lighting (lighting has to be pre-built, but levels will be generated in real-time). Basically I need to make modular pieces (and probably loop the layout with individual pieces to avoid seams in the generated dungeon) and bake out lighting.

              Could you please point me in the right direction ?

              Comment


                Originally posted by Ali Akbar View Post

                Jondoes I looked at the log files and they don't show any DA related errors, except for this:

                Editor terminated with exit code -1073741819. I also tried packaging with the latest version and it works fine.

                It looks like an issue with the engine installation. Could you try packaging after disabling DA and see if it works? If not, you need to verify your installation from the launcher
                Coming back with that same issue. I verified all the engine versions and the DA versions, reinstalled 4.21 and 4.22 just in case. I also checked for VisualStudio updates, but that's up to date. I tried a couple more things:

                -Packaging blank projects in 4.18, 4.19, 4.20, 4.21, 4.22: Cooking and packaging are all always successful without DA. projlogblank420.txt

                -Packaging project with DA enabled in 4.21 : Cooking fails, exit code -1073741819

                -Packaging project with DA enabled in 4.18 or 4.19: Cooking fails, exit code 5 (c1xx: fatal error C1356: mspdbcore.dll) uatlog418.txt uatlog419.txt

                -Packaging project with DA enabled: in 4.20 or 4.22: Cooking fails, exit code 5 (Windows Kits\10\include\10.0.15063.0\ucrt\corecrt_math.h(599): error C4668: '_M_HYBRID_X86_ARM64') projlog420.txt UATLog422.txt

                So, i'm completely lost! I have no idea how to fix this.

                I'm going to keep looking, but in the meantime, would you have any clues?

                Cheers

                Comment


                  Originally posted by Jondoes View Post

                  Coming back with that same issue. I verified all the engine versions and the DA versions, reinstalled 4.21 and 4.22 just in case. I also checked for VisualStudio updates, but that's up to date. I tried a couple more things:

                  -Packaging blank projects in 4.18, 4.19, 4.20, 4.21, 4.22: Cooking and packaging are all always successful without DA. [ATTACH]n1623116[/ATTACH]

                  -Packaging project with DA enabled in 4.21 : Cooking fails, exit code -1073741819

                  -Packaging project with DA enabled in 4.18 or 4.19: Cooking fails, exit code 5 (c1xx: fatal error C1356: mspdbcore.dll) [ATTACH]n1623114[/ATTACH] [ATTACH]n1623113[/ATTACH]

                  -Packaging project with DA enabled: in 4.20 or 4.22: Cooking fails, exit code 5 (Windows Kits\10\include\10.0.15063.0\ucrt\corecrt_math.h(599): error C4668: '_M_HYBRID_X86_ARM64') [ATTACH]n1623115[/ATTACH] [ATTACH]n1623112[/ATTACH]

                  So, i'm completely lost! I have no idea how to fix this.

                  I'm going to keep looking, but in the meantime, would you have any clues?

                  Cheers
                  Try Win64, not Win32.
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                  Comment


                    Originally posted by ExtraLifeMatt View Post

                    Try Win64, not Win32.
                    Thanks for your suggestion!


                    Just tried win64 for 4.21 with default 3rd person template (Dungeon Architect enabled), fails with exit code -1073741819 Uatlog421DAwin64.txt

                    I also tried win32 for 4.21 with default 3rd person template with substance plugin and with LowEntry plugin, both succeed in packaging.



                    My steps are:

                    Open -Engine version-;

                    Create new 3rd person bp project

                    Go to project settings > packaging: Set "Shipping" and "Full rebuild"

                    Go to project settings > supported platforms: Untick all but windows

                    Go to plugins, enable DA

                    Restart

                    Package for win32 (or 64) (or Cook)

                    Depending on the engine version used, i get errors at different times:

                    4.18 & 4.19: It stops at " c1xx: fatal error C1356: mspdbcore.dll " I believe that's before any file is cooked. No crashes.

                    4.20 & 4.22: Error message differs, but the process is also stopped at the beginning. No crashes.

                    4.21: After "Execution of commandlet took: XX.YY seconds", The cooking(?) process pauses for a while, then crashes (popup window), and finally packaging fails.



                    Am i doing something wrong? Are there any prerequisite to DA?

                    Comment


                      Originally posted by Jondoes View Post

                      Thanks for your suggestion!


                      Just tried win64 for 4.21 with default 3rd per son template (Dungeon Architect enabled), fails with exit code -1073741819 [ATTACH]n1623195[/ATTACH]

                      I also tried win32 for 4.21 with default 3rd person template with substance plugin and with LowEntry plugin, both succeed in packaging.



                      My steps are:

                      Open -Engine version-;

                      Create new 3rd person bp project

                      Go to project settings > packaging: Set "Shipping" and "Full rebuild"

                      Go to project settings > supported platforms: Untick all but windows

                      Go to plugins, enable DA

                      Restart

                      Package for win32 (or 64) (or Cook)

                      Depending on the engine version used, i get errors at different times:

                      4.18 & 4.19: It stops at " c1xx: fatal error C1356: mspdbcore.dll " I believe that's before any file is cooked. No crashes.

                      4.20 & 4.22: Error message differs, but the process is also stopped at the beginning. No crashes.

                      4.21: After "Execution of commandlet took: XX.YY seconds", The cooking(?) process pauses for a while, then crashes (popup window), and finally packaging fails.



                      Am i doing something wrong? Are there any prerequisite to DA?

                      Jondoes There are no prereqs for DA and it should just compile. I've seen some customers in the past have core C++ runtime errors (like in your case above with corecrt_math file which comes from windows 10 sdk)

                      Reinstalling Visual C++ should fix this problem. Download Visual Studio 2017 setup from here (download the 2017 version), run setup and choose repair option.

                      P.S. I also see this error in your blank project build logs (projlogblank420.txt)



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                        Originally posted by motorsep View Post
                        Ali Akbar

                        I am skimming at the docs and I am not finding any notes about how to organize level for Snap builder level pieces with pre-compiled lighting (lighting has to be pre-built, but levels will be generated in real-time). Basically I need to make modular pieces (and probably loop the layout with individual pieces to avoid seams in the generated dungeon) and bake out lighting.

                        Could you please point me in the right direction ?
                        motorsep I did some research on this a while ago and it looks like lightmaps don't work that way

                        When you bake your lightmaps, that lightmap is only for that (persistent) level and all the other levels that have already been statically added to the Levels window through world composition.

                        The lightmaps of your separate module level files wont be merged with the persistent level where the dungeon actor resides when you stream them in at runtime. You can also try this without using DA and using blueprints to stream in your module level (use the LoadLevelInstance blueprint node from your level blueprint's BeginPlay to stream in the module level at different locations / rotations) and the module baked lightmaps won't work on them

                        If anyone has any suggestions on making this work, please let me know
                        Last edited by Ali Akbar; 05-23-2019, 02:04 PM. Reason: typo
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                          Originally posted by Ali Akbar View Post
                          If anyone has any suggestions on making this work, please let me know
                          So basically DA is for real-time lighting only?

                          Comment


                            If anyone has any suggestions on making this work, please let me know
                            Another issue with them is world space coordinates - if you change level rotation during generation your lightmaps will break. We were doing static lighting generator couple of years ago and you can use it if you aren't rotating levels. But basically yes - when generating levels you should use dynamic lighting.
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                              Ali Akbar

                              How about generating level first, then baking lighting (basically offline levels generation, not run-time) ? How'd I need to set up my modular pieces in the sub-levels? Or should I just make modular pieces as BP actors?

                              Comment


                                Originally posted by motorsep View Post

                                So basically DA is for real-time lighting only?
                                This is an engine limitation where lightmaps work only on static levels. If you build static levels with DA then you can bake your lightmaps like normal. For runtime, you need dynamic lights.
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