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    #91
    Thank you Ali! Definitely buying this as soon as you put it up

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      #92
      I might not use this, but I will still buy it just to look at the source code. Well done Ali!

      @Ali,

      Does the generated geometry/mesh work with Navmesh? I do not see a video with AI controlled pawns in it, that is why I ask.
      Last edited by mindfane; 06-23-2015, 10:51 PM.
      I expected challenges - but I never thought they'd be so bad, so long, and so frequent.

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        #93
        Thanks everyone!

        @n00854180t I'll submit by tomorrow to Epic.

        @mindfane Good question. It works well with dynamic navmesh generation.

        Heres a video where the level is built at runtime and bots are spawned randomly on valid positions on the map


        A new level is generated when I play the second time in the video

        You need to set a engine parameter to notify dynamic nav mesh rebuild, if you are generating the level in runtime, like in the video above

        Navigate to Edit > Project Settings > Navigation Mesh > Runtime > Runtime Generation > Dynamic


        I'll update the docs with this info
        Last edited by Ali Akbar; 06-24-2015, 09:51 PM.
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          #94
          Would it be possible to layout a circular design? By this I mean if I have a space station that is circular would I be able to create passages around the edge and then a smaller circle and so on. Or would I need to create a grid system? Thanks

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            #95
            @demonseedgfx It works on a grid based system for now
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              #96
              Ok I can make that work for now. Thanks for the quick response.

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                #97
                Got it working in mac. The Xcode clang compiler is less forgiving than visual studio. Resolved all warnings and errors

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                  #98
                  That is awesome!

                  Even though I do not use a Mac.

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                    #99
                    Super Awesome for me! (mac user) can't wait!, we are really looking forward to this, got a game in progress that is going to benefit a lot from it.

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                      Man I am so excited for this, gonna accelerate my project for sure!

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                        Another example of a procedural level with bots, powerups and spawn points scattered around the map

                        Fixed a lighting bug on runtime generated levels where the lights were not picking up the user defined attributes. Turns out, I had to call ReregisterAllComponents() on the light actor after updating the LightComponent attributes at runtime

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                          Promo Video for Dungeon Architect

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                            Originally posted by Ali Akbar View Post
                            Promo Video for Dungeon Architect

                            Very Nice promo video!

                            Any word on price?

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                              As HeadClot said, I am very interested in a price point for your plugin.

                              Originally posted by Ali Akbar View Post
                              @rozenbor In multiplayer, the server decides and replicates the dungeon configuration structure (seed etc) to all the clients so the clients also generate the exact same layout. I haven't tested this yet but it should be possible. I'll be submitting soon
                              That is great! I am interested in automatic generation of dungeons for an ORPG game, and this seems like it could be the perfect solution.

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                                Submitted to Epic for initial review

                                @HeadClot @DatapawWolf It will be sold for $99
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