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  • replied
    Testing with enemies the multiplayer demo, using gamesparks.com

    Work in progress.

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  • replied
    Originally posted by Ali Akbar View Post
    [MENTION=165325]TheCouch[/MENTION] The list is populated by UE4. However I have some flags set so that the default values can be modified after the class is selected from the dropdown box (which might be causing this issue). I'll investigate this further
    This has stopped. I had some older selectors that perhaps was causing the problem. They compiled, but I wasn't using them. They were probably created about a year ago. Sorry I didn't save them so you could investigate but I just decided to clean everything up to see if the problem would go away and it did. I didn't expect that to work (since they compiled) but that's the only reason I can see that this problem was happening.

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  • replied
    Originally posted by unit23 View Post
    Is there a guide/tutorial on how to best spawn pawn actors and nav mesh into a runtime dungeon?
    Not sure if this is the correct way but, placed a nav mesh into the scene (using dynamic navmesh settings), and then added this

    Click image for larger version

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  • replied
    Is there a guide/tutorial on how to best spawn pawn actors and nav mesh into a runtime dungeon?

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  • replied
    Originally posted by Ali Akbar View Post
    Added a new Multiplayer demo ..
    Great example, have it working, except it always teleports one out of the loading room. Besides, is it possible to have players join the dungeon at a later time, with that seed?

    EDIT
    So this works for me with the teleporting (will add a integer for max player later, testing with two), added directly after the prefered location variable.
    Click image for larger version

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    Last edited by unit23; 07-14-2017, 05:35 PM.

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  • replied
    Multiplayer Demo

    Added a new Multiplayer demo in the quick start guide. (You'll need to download the content for 2.6+)

    Overview


    Tutorial

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  • replied
    Originally posted by GameMaster79 View Post
    Hi Ali,

    Thank you for an amazing product. I'm using the snap builder and had a few questions. I'm sorry if I missed this information from earlier in the thread.

    You mentioned you would exposed the snap configuration to blueprints?
    I would like to be able to specific rooms for not just the start and end but at certain points through out the map. Further or closer to the start. Does Snap builder number the rooms?(ie in a 10 room level the start would be room 1 and the end room 10.) If so can we get access to that number?

    Order- Is there a good way to get the room order after the level is built? If the level had 10 rooms it would be useful to know if the NPC units were in room 2 vers room 9. How can we do this currently?
    [MENTION=190374]GameMaster79[/MENTION] I'll expose the tree that makes up the snap level so you can traverse from room to room (and branches) in BP

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  • replied
    Hey Ali,

    Me and another guy in discord were having issues with runtime generation for multiplayer games. Could you maybe look into doing up a blueprint geared towards more than one playable character being in the map at once? TIA

    Leave a comment:


  • replied
    Hi Ali,

    Thank you for an amazing product. I'm using the snap builder and had a few questions. I'm sorry if I missed this information from earlier in the thread.

    You mentioned you would exposed the snap configuration to blueprints?
    I would like to be able to specific rooms for not just the start and end but at certain points through out the map. Further or closer to the start. Does Snap builder number the rooms?(ie in a 10 room level the start would be room 1 and the end room 10.) If so can we get access to that number?

    Order- Is there a good way to get the room order after the level is built? If the level had 10 rooms it would be useful to know if the NPC units were in room 2 vers room 9. How can we do this currently?

    Leave a comment:


  • replied
    [MENTION=10853]UppercutAJ[/MENTION] I'm trying to get this streaming issue to show up in my computer but unable to. By standalone builds, do you mean a packaged project or Play > Standalone Game. I'll also try with a packaged build

    Here's what I did:
    - Set the engine scalability to Medium
    - Build a dungeon really far away with meshes that have a 4K texture. Since they are too far away, only the lowest mip is streamed in
    - After the dungeon is built, move the player close to the mesh. It properly streams the higher mips in (video 0:02-0:03)



    For debugging, could you try spawning a gate mesh from blueprints next to your player and see if this also has the same issue

    Leave a comment:


  • replied
    Originally posted by motorsep View Post
    Keep forgetting to ask - does DA already makes all those meshes into HISMCs with ability to define min/max draw distance? Kinda essential stuff for performance and especially for VR.
    [MENTION=1680]motorsep[/MENTION] as discussed, I've added Min/Max culling distance to the HISMC, however it doesn't seem to work. I'll investigate this further and let you know.

    P.S: For now, your lights will get culled if you set the min/max draw distance setting in the advanced settings since they are not part of the instanced meshes
    Code:
    Component->InstanceStartCullDistance = Mesh->Template->MinDrawDistance;
    Component->InstanceEndCullDistance = Mesh->Template->LDMaxDrawDistance;
    Component->SetMobility(Mesh->Template->Mobility);

    Leave a comment:


  • replied
    Originally posted by LuaChunk View Post
    Hey Guys,

    We just announced our game City of Brass, using DA for the level generation
    Ryan, City of Brass looks absolutely gorgeous. Thank you for using DA on your awesome game! I can't wait to play it

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  • replied
    Originally posted by LuaChunk View Post
    Hi,

    We're in the process of upgrading to UE4 4.16 and DA 2.6.2. I've got it all working in the editor but when I run a cooked build I get the following error:

    [ATTACH=CONFIG]147494[/ATTACH]

    It seems to be trying to load the WITH_EDITORONLY_DATA property PreviewViewportProperties which is a subobject created in the constructor and named 'PreviewProperties'.

    Is anyone else able to run a cooked build with DA 2.6.2

    Regards,

    Ryan.
    Hey Ryan, sorry for the delay. I've fixed the issue in 2.6.3 and I've uploaded 2.6.4-ea1 to the website



    Version 2.6.4-ea1
    * Fixed a bug with pooling where actors from another dungeon where deleted
    * Exposed the snap confiugration to blueprints
    * Exposed the grid tool paint data to blueprints
    * Added wall separators to floorplan builder

    Version 2.6.3
    * Fixed a critical bug with theme files that was crashing standalone builds
    * IsNearMarker grid query function also retuns the number of nearby markers found nearby


    I'll be submitting 2.6.4 to the marketplace launcher soon
    Last edited by Ali Akbar; 07-11-2017, 02:23 AM.

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  • replied
    [MENTION=165325]TheCouch[/MENTION] The list is populated by UE4. However I have some flags set so that the default values can be modified after the class is selected from the dropdown box (which might be causing this issue). I'll investigate this further
    Last edited by Ali Akbar; 07-11-2017, 02:31 AM.

    Leave a comment:


  • replied
    Originally posted by calvin019 View Post
    My office building demo looks nothing like the vid. its just the floor, no elevators
    [MENTION=787597]calvin019[/MENTION] You need to include the assets from SciFi Hallways project which is freely available in the launcher. Please refer to the instructions on the quick start guide

    Leave a comment:

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