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  • replied
    Originally posted by TheCouch View Post
    Yes, this is still happening even with 4.16.2. I've now waited 30 minutes. I'm surprised no one else is seeing this, it's very consistent.
    May have figured this out. I just went through all of my Grid Dungeon Selector Logics and found one with an error (apparently it was an old one that I wasn't using anymore). Deleted it and it started working again. So if there's an error in a selector trying to choose a selector will lock up URE. Not sure if there's anything you can do about that.

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  • replied
    Yes, this is still happening even with 4.16.2. I've now waited 30 minutes. I'm surprised no one else is seeing this, it's very consistent.

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  • replied
    My office building demo looks nothing like the vid. its just the floor, no elevators

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  • replied
    Originally posted by Ali Akbar View Post
    Added a new grid query function to fetch the adjacent cells from a given cell
    I appreciate that!

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  • replied
    Added wall separators to the floorplan builder



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  • replied
    Added a new grid query function to fetch the adjacent cells from a given cell

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  • replied
    I've added experimental blackboard support to the dungeon actor so you can store / retrieve data from rules (selector / transform rules). This can be useful for limiting the total no. of items spawned of a certain type. There are still some issues to be sorted out and I'll have more updates on this later

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  • replied
    Originally posted by calvin019 View Post
    http://i.imgur.com/puAY9aG.png

    I get this error when I try to run the demo maps
    [MENTION=787597]calvin019[/MENTION] Thanks for the bug report. I've fixed the error in the level builder sample project. This fix will be available in the next build. It allows you to paint both rooms and corridors from the level builder sample

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  • replied
    C++ Programming Guide

    The guide helps you use Dungeon Architect with your C++ project. It is still a work in progress and I'll be adding more in the coming days. Let me know what you'd like to see in the guide

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  • replied
    Originally posted by calvin019 View Post
    http://i.imgur.com/puAY9aG.png

    I get this error when I try to run the demo maps[ATTACH=CONFIG]146452[/ATTACH]
    I think you must create CellData from Location and put in AddPaintCell node

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  • replied
    http://i.imgur.com/puAY9aG.png

    I get this error when I try to run the demo mapsClick image for larger version

Name:	BluePrintError.png
Views:	1
Size:	43.6 KB
ID:	1130304
    Attached Files

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  • replied
    Originally posted by Ali Akbar View Post
    [MENTION=10870]Praseodyl[/MENTION] I changed the color a while ago to test something. I'll revert it back

    For spatial constraints 3x3 is idea for ground tiles (since it is surround by 3x3 tiles). You'd use 2x2 for Corners (like Fence Separators, Wall Seperators) since they are surrounded by 2x2 tiles. The Edge constraint is for the Walls and fences
    Thanks for the reply. I managed to get the wall setup I wanted by basically swapping the 'meaning' of 'Wall' and 'WallSeparator'. That worked out nicely. I do have some follow-up questions:

    1.
    Would it be possible to create a 2x3 spatial constraint? If you have a 2x3 block like this
    123
    456
    and between element 2 and 5 is a wall, you would have greater control of the placement of walls.
    If this is possible somehow already, let me know.

    2.
    At corners where fences and walls meet, is there some rule controlling whether the WallSeparator or the FenceSeparator Emitter is triggered?
    I managed to work around that uncertainty, but maybe I simply missed a feature somewhere.

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  • replied
    I want use ClusterThemes. But custom markers do not "cals" inside clusters theme. I need spawn inside every cluster one actor how i can do this?

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  • replied
    [MENTION=26010]keyle[/MENTION] I'll create a C++ guide soon.
    [MENTION=504934]DrinkThisPotion[/MENTION] I'm working on a post-processor to fix the stair issue and guarantee a valid map

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  • replied
    Originally posted by Praseodyl View Post
    I apologize if this has been asked before, but I have two questions:

    1. The 'Draw Debug Data' looks weird. It seems the ground cells are drawn in solid black and other cells are not colored at all. Did I miss some settings somewhere or is this a bug.

    2. I have some trouble understanding spatial constraints. I think I figured out how the 3x3 constraint works for ground cells. However, I am not sure how the 2x2 constraint works. I suppose it looks at the corner of a cell and checks the four adjacent cells, but I don't understand which corner is looked at.
    I also don't quite understand how to utilize spatial constraints for wall cells. Which is the reference point from which the neighboring cells are checked?

    This is what I am trying to accomplish: I want wall cells that are adjacent to an outwards bend corner to use a different mesh. I could get it to work for walls facing one direction but never all four directions at once.

    I am using UE4.16 and installed the plugin via the Epic Launcher.

    (I just realized I am using the wrong PC and cannot take screen shots of the project. I will add pictures once I booted the correct computer. )

    Draw Debug Data issue:

    Spatial Constraints: I want the red wall sections to use a different mesh than the blue sections. The visible wall piece is a Separator that I managed to place the way I want.
    [MENTION=10870]Praseodyl[/MENTION] I changed the color a while ago to test something. I'll revert it back

    For spatial constraints 3x3 is idea for ground tiles (since it is surround by 3x3 tiles). You'd use 2x2 for Corners (like Fence Separators, Wall Seperators) since they are surrounded by 2x2 tiles. The Edge constraint is for the Walls and fences

    Leave a comment:

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