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    Originally posted by Ali Akbar View Post
    I can reproduce the issue. Looks like it is due to the actor movability flag
    I've fixed the issue. I'll upload a new build soon
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      Version 2.1.2

      Uploaded a new version. Change log
      * Theme editor now shows the dungeon properties by default if nothing is selected
      * The default marker for the selected builder are automatically created in the theme editor when the builder type is changed from the properties window
      * The snap builder connects modules together based on matching door assets.
      * Floor plan buildings can be created anywhere on the map, based on the dungeon actor's transform (arbitrary volumes are not working yet)
      * Ported all the quick start samples to version 2.x
      * Fixed runtime generation issues with the snap builder dungeon due to mesh mobility
      * Created a new Quick Start guide in the new documentation platform
      * Fixed breaking changes in C++ under OSX
      * Fixed a bug in the cell comparison function of the grid builder
      * Fixed all header compile errors in C++ if compiled without Unity build flag set to false in the build configuration
      * Removed the save dialog location prompt while upgrading a version 1 theme file. The upgraded file is created in the same directory with a "_v2" prefix
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        Originally posted by Ali Akbar View Post
        Version 2.1.2

        Uploaded a new version. Change log
        * Theme editor now shows the dungeon properties by default if nothing is selected
        * The default marker for the selected builder are automatically created in the theme editor when the builder type is changed from the properties window
        * The snap builder connects modules together based on matching door assets.
        * Floor plan buildings can be created anywhere on the map, based on the dungeon actor's transform (arbitrary volumes are not working yet)
        * Ported all the quick start samples to version 2.x
        * Fixed runtime generation issues with the snap builder dungeon due to mesh mobility
        * Created a new Quick Start guide in the new documentation platform
        * Fixed breaking changes in C++ under OSX
        * Fixed a bug in the cell comparison function of the grid builder
        * Fixed all header compile errors in C++ if compiled without Unity build flag set to false in the build configuration
        * Removed the save dialog location prompt while upgrading a version 1 theme file. The upgraded file is created in the same directory with a "_v2" prefix
        Hey Ali is version 2 suppose to work with UE 4.12.5 by default or is that still pending...made a new project under 2.1.1 and got some permission errors when i attempted to rebuild in visual studio

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          Originally posted by BlackCrackerStudios View Post
          Hey Ali is version 2 suppose to work with UE 4.12.5 by default or is that still pending...made a new project under 2.1.1 and got some permission errors when i attempted to rebuild in visual studio
          [MENTION=27725]BlackCrackerStudios[/MENTION] it should work with 4.12.5 as I've compiled with it. I'll have a look
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            Added the name of the door asset used to create the snap door to differentiate between different door types



            Edit: img
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              Level created using the snap builder



              Polished the snap builder and fixed a few bugs with some door connections
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                You can now specify the start / end modules on your snap dungeons




                Multiple start / end modules can be provided and it would pick a random one
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                  Version 2.1.3

                  Uploaded a new version. Change list:

                  Version 2.1.3
                  * Added a Start / End Module in the snap builder for spawn and final boss fight rooms
                  * Implemented the MaxDepth parameter in the Snap builder. This lets you control how deep a branch can go from the starting point
                  * Snap Doors actors show the name of the door asset on top of them to differentiate between different door types during module design
                  * Added tooltips to the snap builder configuration
                  * Floor plan room volumes work correctly for buildings placed in arbitrary locations
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                    Hey, your site internals look a little different.

                    Also this update to Snap Maps is awesome.

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                      [MENTION=28980]Ali Akbar[/MENTION] will there be Mac versions of 2?

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                        Originally posted by Warcabbit View Post
                        Hey, your site internals look a little different.

                        Also this update to Snap Maps is awesome.
                        I've updated WooCommerce in the site. You can download your copy from MyAccount > Downloads link
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                          Originally posted by Anadin View Post
                          [MENTION=28980]Ali Akbar[/MENTION] will there be Mac versions of 2?
                          [MENTION=877]Anadin[/MENTION] I've fixed all the compile issues in Mac. I'll have a build by today or tomorrow (don't have access to my mac right now)
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                            Door volumes and room volumes in the floor plan builder work on buildings created in arbitrary locations
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                              Mac build (2.1.3) is available

                              [MENTION=877]Anadin[/MENTION]
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                                I'm loving the snap builder. I had issues getting the Fantasy Dungeon pack to work properly in the old system, but it's a breeze with snap builder. A nice addition.

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