Announcement

Collapse
No announcement yet.

Dungeon Architect

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

    @morbidipus, You can use a selector as n00854180t mentioned. Another approach is to use theme override volumes placed around the rooms. However, ue4 editor doesn't allow us to spawn volumes at runtime from blueprints (I have a workaround for this from C++ and use it in the building demo)

    @HInoue I'll upload a new build by tomorrow
    Dungeon Architect | Prefabricator

    Discord Support

    Comment


      Awesome, thank you!! I'll be looking forward to it; I've only had it for a few days and you've already added so much more neat stuff, I really appreciate the hard work you're investing in this.

      Comment


        Thinking of purchasing this as it sounds like exactly what I want for my current and future projects - Awesome work!
        However, I have some questions before I buy it:

        1> I will be using it in a blueprint only project, is that a problem?
        2> Is there a way to effectively light the 'dungeon' when it's generated? I usually use dynamic only lighting anyway but I can't find any mention on your thread regarding placed lights. How do you handle lighting a level, other than manual placement?
        3> Can it include blueprinted entities, such as a room or computer console with a light already added as a component?

        Thanks,
        Daz

        Comment


          1) Other than the problem with plugins and packaged projects, it should be fine (not sure if that's an issue still or not)

          2) You can make the dungeon theme spit out whatever types of stuff you want, including dynamic lights.

          3) Yes indeed! The markers can emit meshes or blueprint actors.
          Storyteller - An immersive VR audiobook player

          Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

          Comment


            Hi,

            So I bought it.
            I'm running a Blueprint project so I read the post saying I'd have to create any c++ class and get Visual Studio etc to get it working. I followed the quick start guide and then added the starter content pack. Navigated to the Maps directory and loaded DungeonDesignTime map. It said to find the Dungeon1 entity....but there isn't one.
            I swapped to some of the other maps and then back again, still not there. Then I got the errors shown in the picture.

            It wasn't clear if I have to do something with Visual Studio, but I pressed 'Build' anyway and it did a few things.

            Can anyone tell me what to do please?

            Thanks
            Daz


            Click image for larger version

Name:	Capture.PNG
Views:	1
Size:	118.9 KB
ID:	1091372

            Comment


              Is this at Marketplace?
              The video says Marketplace, but no links given.
              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

              Comment


                @dazuk something is messed up with starter pack for dungeon architect. Instead of finding right folder i created my own theme.

                This plugin is very easy to use, after you learn basics of it. Would be great if there was some tutorial showing all its functions.
                For eg. it took me whole day to find out how to make rooms in custom not generated dungeons (all i got was always corridors), but then i found out that volume has option to select type of room.

                There are still few things i cannot figure out: how to make objects that ocuppy 2 section of wall, or how to exclude corners (or narrow passages) from spawning deco junk.

                But anyway this plugin is great. Works well with SCIFI modular set after you fix some pivots and rotations.

                Comment


                  Hmm, bug report- trying to generate a dungeon with instanced meshes or with organic on instead of grid crashes unreal for me- here's the crashlog:

                  Access violation - code c0000005 (first/second chance not available)

                  ""

                  UE4Editor_Engine!AActor::SetFolderPath() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actoreditor.cpp:689]
                  UE4Editor_DungeonArchitectRuntime
                  UE4Editor_DungeonArchitectRuntime
                  UE4Editor_DungeonArchitectRuntime
                  UE4Editor_DungeonArchitectRuntime
                  UE4Editor_Engine!AActor::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:730]
                  UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:107]
                  UE4Editor_Engine!FTickFunctionTask:oTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
                  UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
                  UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
                  UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
                  UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
                  UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
                  UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
                  UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
                  UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
                  UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
                  UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1142]
                  UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
                  UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
                  UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
                  UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
                  UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

                  Comment


                    @dazuk1978 I've uploaded a new build and sent out an email. Also fixed the blueprint error in the starter content. Can you try with the new build?

                    I'm creating video tutorials. Here are the first three covering the basics
                    Plugin Installation
                    Quick start samples overview
                    Creating a simple theme file
                    More videos covering advanced topics coming soon

                    @BrUnO XaVIeR Epic is still reviewing it. It will take a while

                    @HInoue Thanks for the log. Could you try with the new build?
                    Last edited by Ali Akbar; 10-17-2015, 03:28 PM. Reason: reorder
                    Dungeon Architect | Prefabricator

                    Discord Support

                    Comment


                      New build released [1.1.0]
                      Change log:
                      • Added billboard component to the dungeon actor
                      • Fixed a crash issue with entering dungeon paint mode when the scene has no dungeon actors
                      • In Paint editor mode, the cursor is now hidden when the camera is moved around
                      • Added undo support in the dungeon paint mode
                      • Fixed an infinite loop error when a cycle is formed in the graph. Cycles are now disallowed by the theme graph editor
                      • Refactored the dungeon marker emission API so users can design their own dungeon algorithms within blueprints or C++
                      • Added an experimental organic builder that works with landscapes. The layout is carved into the landscape (work in progress)
                      • Added a new button in the dungeon actor to modify the dungeon builder's properties (e.g. a user defined BP based dungeon builder can expose customizable parameters, and these can be edited from the dungeon actor)
                      • Spawned dungeon items are placed a dungeon specific folder to avoid cluttering up the scene outliner
                      • Instanced static mesh generator now properly supports material override
                      • Dungeon model is not accessible from blueprints. This lets you loop through the cells and doors from blueprint
                      • Added tooltips to the various fields in the dungeon configuration structure
                      • Added tooltips to the theme graph node property fields
                      Dungeon Architect | Prefabricator

                      Discord Support

                      Comment


                        Hi,

                        I just reproduced the behavior using the new version (1.1.0) in a brand-new project with no content except for the starter stuff, the plugin, and the starter content.

                        Edited to add: I just noticed the crash when I build organic has an extra line that building with instanced meshes doesn't, "Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:G:\UE4\Epic Games\4.9\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678]
                        Array index". Is anyone else having similar problems? I'm hoping it's something I did wrong, but I can't think of what- 1.0.29 worked perfectly for me, and 1.1 got installed in the same directory.
                        Last edited by HInoue; 10-17-2015, 04:56 PM.

                        Comment


                          Created a theme file based on Infinity blade's sample content. The following level was generated procedurally with this theme

                          Video


                          Screens






                          Theme graph used to generate this level:
                          Dungeon Architect | Prefabricator

                          Discord Support

                          Comment


                            Originally posted by Ali Akbar View Post
                            @dazuk1978 I've uploaded a new build and sent out an email. Also fixed the blueprint error in the starter content. Can you try with the new build?

                            I'm creating video tutorials. Here are the first three covering the basics
                            Plugin Installation
                            Quick start samples overview
                            Creating a simple theme file
                            More videos covering advanced topics coming soon

                            @BrUnO XaVIeR Epic is still reviewing it. It will take a while

                            @HInoue Thanks for the log. Could you try with the new build?
                            That (tutorials) is just great. After 2 days of painful joy of discovering stuff in dungeon architect I am stuck in blueprints. I have no idea how my selection logic or transform logic are called.
                            Hopefully you will explain that soon in tutorials.

                            Comment


                              I don't know if it helps troubleshoot, but my download of the new starter pack was weird as well- I re-downloaded it a few times to be sure, but each time the theme wasn't populated with meshes, and about half of the sample meshes didn't have textures or materials. It doesn't matter, as the starter pack's assets are demos, not development assets, but I wonder if it's in any way related to the crashes.

                              Edit: I think it does have something to do with the new version; I tried rolling back to 1.0, and it can generate dungeons with instanced meshes just fine.
                              Last edited by HInoue; 10-17-2015, 08:15 PM.

                              Comment


                                I love the Infinity Blade theme Ali!
                                Storyteller - An immersive VR audiobook player

                                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                                Comment

                                Working...
                                X