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  • replied
    Can you also provide arm64-v8a binaries ? Currently only armv7-es2.a are present

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  • replied
    Oh, this is a simple grid dungeon with a mirrored volume on the X-axis.

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  • replied
    [MENTION=59935]A[/MENTION]li, seeing a lockup on a mesh node when attempting to select a selection logic in a drop-down. May be something specific to my theme (it's got a log of stuff in it). Add mesh node, click mesh node, under "Selection Logic" click '+' to add a logic, click on drop-down (currently set to "None"), BOOM! locks-up URE. I've waited as long as 10 minutes to see if URE makes it back. Processor is stuck at 13% (8 cores, that's 100% on 1 core); suspect a bug in DA that drops into an infinite loop.

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  • replied
    @ ali Akbar: I purchased this pack a long time ago on your website. Is it possible in any way to add this addon or plugin to my library instead of adding it every time again and again!?

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  • replied
    How do I get my dungeons (sci-fi) to come with the same lighting as your youtube videos.. do you have to tweak the lighting or is that generated also? I see the orange and blue lights but the overall lighting looks bland and flat... I KNOW IT'S SOMETHING I'M DOING WRONG. Any suggestion?

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  • replied
    [MENTION=28980]Ali Akbar[/MENTION] - Is it trivial to expose the Snap builder config variables to Blueprint? (module arrays, branch sizes, etc) If so, can that be worked into an update? Thanks!

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  • replied
    Thank you for your help. Now everything is perfet

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  • replied
    Originally posted by OnlyOneLab View Post
    Could you help me with quick start content pack for Dungeon Architect plugin.
    I've download quick start content from website, made a new third person project in 4.6.1 for it and copied all files in content folder.
    here is a link for screenshot
    https://ibb.co/kPPzQv
    I've tried to open example maps, but it is empty at all:
    https://ibb.co/nojzQv
    Dungeon theme is empty too:
    https://ibb.co/hjiFyF
    Same problems with all demos.

    Could you help me to solve this problem?
    Thank you in advance.
    [MENTION=274250]OnlyOneLab[/MENTION] You need to copy them in the Content's root folder
    • Delete whatever you copied
    • Copy over the files again to the Content/ folder
    • If you need this in a sub folder, the from within the editor's content browser, move the files to a sub folder so UnrealEd can properly move them
    • Add starter content to the project


    Also refer the quick start guide instructions for each map. There are some art dependencies for some maps (like infinity blade's free assets from the marketplace) that you need to add to you project first

    Leave a comment:


  • replied
    Quick Start Content Pack problem

    Could you help me with quick start content pack for Dungeon Architect plugin.
    I've download quick start content from website, made a new third person project in 4.6.1 for it and copied all files in content folder.
    here is a link for screenshot
    https://ibb.co/kPPzQv
    I've tried to open example maps, but it is empty at all:
    https://ibb.co/nojzQv
    Dungeon theme is empty too:
    https://ibb.co/hjiFyF
    Same problems with all demos.

    Could you help me to solve this problem?
    Thank you in advance.

    Leave a comment:


  • replied
    Originally posted by Bloodwork View Post
    Hi. Can this asset be used for paper2D games?
    [MENTION=1691]Bloodwork[/MENTION] Paper2D is not supported

    Leave a comment:


  • replied
    Hi. Can this asset be used for paper2D games?

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post
    [MENTION=525502]rctorres[/MENTION] There are a few things you need to consider:

    If you are spawning the AI in a runtime dungeon, then the navmesh needs to be regenerated at runtime. You can set this in the project setting: Video (skip to 2:08)
    If you build your dungeon at design time in the editor and hit play and they don't move, make sure the ground tile is not blocking them (you'll need to adjust the Z offset on the actor node). Also check this for NPCs that are falling through the ground
    Thanks for pointing out the runtime navmesh issue! Looks like I had set my custom spawner to always use z=0 to spawn no matter how high I placed the spawner. Looks like things are working as intended!

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  • replied
    Hello and thank you for this plugin I have done the update and I have a problem with the painting mode I paint I have my mouse that blocks as well as ue4 j uses ue4 15.3

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  • replied
    Hi Ali,
    Some seeds have stairs blocking doors. The only settings that seem to fix would be removing stairs completely (setting height variation prob to 0.0). Any chance for a fix? It's game breaking in these situations.

    Here are some examples.

    Seed 9614 - Furthest room A's door is blocked by stairway:
    Click image for larger version

Name:	blockingstair1.png
Views:	1
Size:	296.0 KB
ID:	1129228
    Click image for larger version

Name:	blockingstair1settings.png
Views:	1
Size:	18.3 KB
ID:	1129229

    Seed 6035 - Stairs blocking corridor door to Furthest Room B (settings same as above except for seed):
    Click image for larger version

Name:	blockingstair2.png
Views:	1
Size:	325.5 KB
ID:	1129230

    Seed 8697 - Stairs blocking door of Furthest room A (this would result in not even being able to enter the dungeon!)
    Click image for larger version

Name:	blockingstair3.png
Views:	1
Size:	271.9 KB
ID:	1129231

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post
    [MENTION=504934]DrinkThisPotion[/MENTION] I'll expose the adjacent cell list in the next update
    Hi Ali,
    Did you ever end up exposing this?

    Thanks!

    Leave a comment:

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