Ali Akbar Is floor planner ever going to be a thing? 
EDIT: I have been playing around with "Custom Grid Builder" recently. And with some success I was able to generate random buildings that follows my expectations. So they still used procedural inputs in the dungeon settings like min and max cell size, although cells were placed in a different manner. All rooms were placed next to each other always, and sometimes there was special palce left for corridor to connect rooms but in a tight space so there are no free cells. entire thing created a "house" like structure. Querying rooms isn't so hard also - so I was able to place rooftops in an organized way without overlapping elements.
I Also checked the example for runtime edition by player and found it super easy. The example spawns only corridor cells, but with extra fast tweaking I was able to place rooms or corridors and on bigger space than single cell.
Still I lack the possibility of control. I made in my theme extra markers like "window", or simply negation empty markers. I am using the swap volumes to edit the building in edit mode to for example swap auto placed walls with windows, detecting unnecessary pillars by spatial constraints and custom market emiter spawn rules.
However I still lack tools to be able to edit it how I want.
And the goal is....
creating a complex set of markers emitters, spawn logic, custom builder etc to be able to either build by hand in-game or randomize a building by a specific theme. After creating the blueprints just produce more and more themes. In case of mixing themes just use theme overwrite volumes.
Why?
Because for example I want player to be able to populate large amount of buildings in relatively short time with simple settings. Picking size of buildings, bound, theme, and some features (like contains balcony or not, etc. Or not, as they could be part of the theme itself) and change how they look like with a random seed. Or be able to custom build a house from scratch.
First use case is super important as all I need to store in save objects or multiplayer replication are the settings and random seed he picked. Second benefit is that once player find a random number that generates a building he likes, he can store it with all his settings to reuse it multiple times later, and the effect will always be the same.
Second use case is house building in edit mode similar to THE SIMS, however due to theme and how DA works a lot faster as walls, etc could be placed automatically and bind to certain rules, still able to change by hand some small details. In this case I have great trouble to save the data about the building keeping it small. Cant replicate this data easily. and I don't know if I can spawn markers at runtime without using volumes? Or delete markers? Can I access the build data as a single structure and store it?
Dungeon Architect is by FAR the BEST tool I've worked with in ue4. And I bet it can do much more then I know about. But some functions, events etc lack documentation and sometimes I can read a variable or access function - that I have no idea what it does.

EDIT: I have been playing around with "Custom Grid Builder" recently. And with some success I was able to generate random buildings that follows my expectations. So they still used procedural inputs in the dungeon settings like min and max cell size, although cells were placed in a different manner. All rooms were placed next to each other always, and sometimes there was special palce left for corridor to connect rooms but in a tight space so there are no free cells. entire thing created a "house" like structure. Querying rooms isn't so hard also - so I was able to place rooftops in an organized way without overlapping elements.
I Also checked the example for runtime edition by player and found it super easy. The example spawns only corridor cells, but with extra fast tweaking I was able to place rooms or corridors and on bigger space than single cell.
Still I lack the possibility of control. I made in my theme extra markers like "window", or simply negation empty markers. I am using the swap volumes to edit the building in edit mode to for example swap auto placed walls with windows, detecting unnecessary pillars by spatial constraints and custom market emiter spawn rules.
However I still lack tools to be able to edit it how I want.
And the goal is....
creating a complex set of markers emitters, spawn logic, custom builder etc to be able to either build by hand in-game or randomize a building by a specific theme. After creating the blueprints just produce more and more themes. In case of mixing themes just use theme overwrite volumes.
Why?
Because for example I want player to be able to populate large amount of buildings in relatively short time with simple settings. Picking size of buildings, bound, theme, and some features (like contains balcony or not, etc. Or not, as they could be part of the theme itself) and change how they look like with a random seed. Or be able to custom build a house from scratch.
First use case is super important as all I need to store in save objects or multiplayer replication are the settings and random seed he picked. Second benefit is that once player find a random number that generates a building he likes, he can store it with all his settings to reuse it multiple times later, and the effect will always be the same.
Second use case is house building in edit mode similar to THE SIMS, however due to theme and how DA works a lot faster as walls, etc could be placed automatically and bind to certain rules, still able to change by hand some small details. In this case I have great trouble to save the data about the building keeping it small. Cant replicate this data easily. and I don't know if I can spawn markers at runtime without using volumes? Or delete markers? Can I access the build data as a single structure and store it?
Dungeon Architect is by FAR the BEST tool I've worked with in ue4. And I bet it can do much more then I know about. But some functions, events etc lack documentation and sometimes I can read a variable or access function - that I have no idea what it does.
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