Just a quick update for people on the fence, Ali Akbar has had incredible response times for the plugin from his beta period through now. Solid plugin and fast support - can't beat that.
You can run the entire landscape data through a float curve. This gives you artistic control on the steepness of the walls and you can also give it some interesting shapes
I haven't released a new build for this yet as there are some issues to be sorted out first
During runtime generation, landscape collision data is not updated when the landscape is modified while the game is running (it looks like landscape editing is supported only in editor). I'm looking for a workaround. It works in design time though
Cannot modify the landscape height data in a separate thread. It has to be done in the game thread (simple fix)
Marker points along the walls of the landscape. I'll use marching square algorithm for this
Hmm, did the plugin unlock immediately for you guys once you purchased it from his site? The transaction is still listed as "On Hold" for me, even after confirming that the transaction went through. ^^
So I've had this for less than two hours, and it's already making back what I paid for it- I would highly recommend that anyone on the fence check it out- the combination of superb customer service and utility in the base product are an easy buy for me.
This is a bit random, but in the quickstart guide you previewed a really neat example of dungeon architect generating an indoor building, is there any chance you have a rough ETA on that? This is the exact use-case I bought architect for, and I was planning on implementing it myself, but if the developer who built and maintains the system is already working on it, it seems smarter to wait instead of cooking up my own half-competent version.
I was wondering if there was a way to get information about a cell after it's been built. I'm trying to spawn an actor in the center of a room and not in a hallway. I'm encountering problems where it generally spawns it in halls or doorways preventing access to the room and sometimes making the level unbeatable.
Check out this post by Ali. Basically you just add a marker and name it "RoomOpenSpace" in your theme and it will let you spawn stuff in to the middle of the room.
@n00854180t Sorry for the delay. Thanks for the heads-up. There's an undocumented marker named "RoomOpenSpace" that is spawned in the center of each room. I'll add it and other stuff if it is useful. From here you can get the size of the room (from the cell structure) and place your custom stuff here. I'll post a sample soon.
Check out this post by Ali. Basically you just add a marker and name it "RoomOpenSpace" in your theme and it will let you spawn stuff in to the middle of the room.
This is PERFECT. I can handle the uniqueness of must have objects with a singleton approach. Thanks so much!
I just tried doing a test build for my game and I get an error saying it can't find the runtime.dll's for DungeonArchitect I found them in the 4.9/binaries folder of the zip but where do I put them? I tried them in most of the folders but I sill get the same error. Didn't find anything in the docs either.
There is a simple workaround for your issue until Epic fixes the limitation in the engine.
Workaround: Just go to File > Add New C++ Class (give it any name), and it will convert your project into a C++ one, and it should build correctly
Issue: Plugins do not seem to automatically compile with pure blueprint projects. This has been discussed in depth here by other plugin developers. If a plugin is to be shipped with your game, your game needs to be a C++ project. You can do that by adding a C++ class to convert it to one. You will need to install the free version of Visual Studio (windows) / Xcode (mac) for the editor to compile your c++ package
I've tested packaging a C++ project with 4.9 and it works well
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