Originally posted by Laurentius
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There are some bugs in 2.3 under unreal 4.14.
When creating blueprint for marker emitting, i cannot get structures properly from function node. Looks like unreal does not know types for dungeon model etc.
Also following instructions about starter pack for dungeon architect, how to install it, creates some empty blueprints, but that may be result of above bug. I seen some nodes that were disconnected, with majority of graph missing.
Ps.
Is there a way to get my dungeon architect license added to marketplace, when i bought it on your website?
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Originally posted by Nawrot View PostThere are some bugs in 2.3 under unreal 4.14.
When creating blueprint for marker emitting, i cannot get structures properly from function node. Looks like unreal does not know types for dungeon model etc.
Also following instructions about starter pack for dungeon architect, how to install it, creates some empty blueprints, but that may be result of above bug. I seen some nodes that were disconnected, with majority of graph missing.
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It is not that bug, this is a bit different, even new nodes created in marker emitter blueprint (class from dungeon architect), do not have correct structures exposed. So i cannot use those pins. Many nodes inside imported blueprints are there and would work if overwritten function exposed correct pins. Pins are there but they do not have proper structures behind them.
And overall i love recent improvements to dungeon architect.
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How do you deal with single sided meshes? Use transform logic, or is there an option for this? For now using merged actor, created double sided mesh.Last edited by unit23; 11-23-2016, 10:41 AM.
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Originally posted by Laurentius View PostThe spawn blueprint always spawns the actors at location (0,0,0) ...
If I set a breakpoint in the blueprint in the BeginPlay event, I can see that GetActorLocation always returns (0,0,0) when using a runtime generated gridbuilder dungeon.
It works correctly when building a static dungeon.
Last edited by unit23; 11-23-2016, 10:45 AM.
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Originally posted by unit23 View Posthappens here too, 2.3 with that fix you mentioned. This might has happened after i ticked the Absolute Location option.
But the actual actor (e.g. AI) that's spawned by the blueprints BeginPlay event can not be spawned at the right location because GetActorLocation does always return (0,0,0).
The workaround is to not spawn the actor in BeginPlay but to manually go through all spawn blueprints after the dungeon has been created and spawn the actor with a custom event.
But this is just a hack for what should work out of the box.Last edited by Laurentius; 11-23-2016, 12:18 PM.
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Originally posted by Laurentius View PostThe workaround is to not spawn the actor in BeginPlay but to manually go through all spawn blueprints after the dungeon has been created and spawn the actor with a custom event.
But this is just a hack for what should work out of the box.
A runtime created gridbuilder dungeon runs when starting as PIE, but does not work correctly when started as a standalone game.
Only half of the dungeon will be built and walls, doors, player start, ai spawns are missing (maybe more ....).
Build as a static dungeon it works in PIE and standalone game.
All the bugs concerning dungeonvolumes do persist in all modes.
This is with most current DA version (2.3.0 hotfix1) and UE 4.14.
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Hey All,
I've had good success with the Dungeon Query system and theme override volumes for rooms, but corridors are another matter. Since corridors are often connected to corridor padding and other corridors, making a substantial theme override seem difficult (like if we wanted our corridor to appear as an indoor environment whereas normally it appears outdoors, for example). Has anyone accomplished having substantially different themes for certain corridors?
For example, if you look at this debug view of a corridor, you'll see that it consists of much more than just one corridor cell, so we would really need to override the theme for all connected corridor padding and corridor cells as well, otherwise things are going to look strange very quickly. So what we'll need to do is identify all corridor and corridor padding between rooms and apply a theme override. I can't think of any way to do this cleanly with the current toolset. Ideas?
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Originally posted by Nawrot View PostIt is not that bug, this is a bit different, even new nodes created in marker emitter blueprint (class from dungeon architect), do not have correct structures exposed. So i cannot use those pins. Many nodes inside imported blueprints are there and would work if overwritten function exposed correct pins. Pins are there but they do not have proper structures behind them.
And overall i love recent improvements to dungeon architect.
Edit: [MENTION=938]Nawrot[/MENTION] I've sent you a PM with the link. Please fill up the form so I can send a request to Epic
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Originally posted by Laurentius View PostFor a test I made a new actor blueprint and just print the location return by GetActorLocation in BeginPlay on screen.
I then added the actor blueprint into my theme with a new actor node.
Vector 0,0,0 is always printed on screen ... ^^
Here is how I generate the runtime dungeon - maybe something is wrong here or must be updated?
[ATTACH=CONFIG]118564[/ATTACH]
And another question - does RebuildNavigation force the NavMesh to rebuild? Or whats the purpose of this node?
Edit: Rebuild Navigation node manually invokes the rebuild from C++ as UE4 doesn't seem to rebuild it after the volume is changed at runtimeLast edited by Ali Akbar; 11-26-2016, 07:46 AM.
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Originally posted by unit23 View PostHow do you deal with single sided meshes? Use transform logic, or is there an option for this? For now using merged actor, created double sided mesh.
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Originally posted by Laurentius View PostThat's not the same issue. The blueprints are created at the right location in the theme editor.
But the actual actor (e.g. AI) that's spawned by the blueprints BeginPlay event can not be spawned at the right location because GetActorLocation does always return (0,0,0).
The workaround is to not spawn the actor in BeginPlay but to manually go through all spawn blueprints after the dungeon has been created and spawn the actor with a custom event.
But this is just a hack for what should work out of the box.
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