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    I've fixed the Actor spawning issues. There were a few things that needed to be taken care of:
    • Location at spawn: I set this in the spawn parameter itself (instead of setting it after it is spawned). BeginPlay shows the correct location
    • Actors were not spawning in standalone builds because the owner of the template actor was not set properly and was getting garbage collected. I set the owner to the theme file and it stays while cooking the game
    • Actors were not being spawned properly from the templates when the template was created in the theme file but the blueprint was later modified later. This made the spawning fail (since the actor template when it was created was from an older version of the blueprint which was later changed). I fix this by creating another template actor from the latest blueprint class and copying over the properties of the older original actor template.


    I'll have a new build by end of day
    Dungeon Architect | Prefabricator

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      Uploaded 2.3.0-hotfix.2 to the website. It fixes the actor spawning issues
      Dungeon Architect | Prefabricator

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        Hello again.
        I have a feature request, or a request for information on how to solve this particular problem.

        I have some marker nodes that spawn actors using transform logic to move and rotate the spawned meshes.
        However, sometimes spawned objects overlap, which does not look good. (See picture).



        How can I prevent this from happening?
        I would like a 'do not spawn on overlap' checkbox, or something like what you have in 'Spawn Actor' in Blueprints - the Collission Handler Override options.

        Or is there an obvious way to do this that I have missed?
        Attached Files

        Comment


          Originally posted by Ali Akbar View Post
          Uploaded 2.3.0-hotfix.2 to the website. It fixes the actor spawning issues
          Hi Ali.
          The blueprint spawn problem seems to be solved, now. And the level is working as PIE and standalone game - great work.

          As mentioned earlier I'm using ThemeReplace-, MarkerReplace- and NegationVolumes to get entrance and exit rooms.
          One problem seems to be solved now, too. The ThemeReplaceVolume works correct now in a dungeon level build at runtime and
          entrance and exit rooms get the correct theme.

          The other two volumes do not update the level correctly, though. They are at the right positions but do not update the level.
          I'm calculating and setting their position and scale in the same DungeonEventListener (OnDungeonLayoutBuild event). Maybe it's not
          the correct location where those volumes are set - I don't know.

          But I'm waiting for the game flow editor you talked about, now, as this might solve some of these problems easier.
          If you have something I can test for you - just say so ;-)
          Last edited by Laurentius; 11-26-2016, 04:32 PM.

          Comment


            I cant get the SnapGrid system to spawn any of my objects. Here is what I did, tell me if I did something wrong

            1) I created a new level, removed all items in it except for a directional light (which is on the ignored list)
            2) I added a mesh and put it at 0 0 0
            3) I added a SnapDoor and placed it where I want things to snap
            4) I edit the theme (prime_01) and add the level (module) to the modules array
            4) I set the SnapDungeonBuilder as the builder class, and nothing shows up.

            What am I doing wrong?

            **EDIT**

            So, i have removed the theme process and went to adding in the SnapDungeonBuilder to the primary Dungeon actor. This lets me spawn ****, however it crashes when I save a level, open a level, or recompile. Can we get some documentation for this other than the basic setup....

            **EDIT** (15 min later)

            Created a brand new project, no starter content, no source control enabled, and we get 0 crash errors. This is something to look at. Would like to possibly put in a bug report or something. This is unusable if we cant have sourcecontrol enabled.

            **EDIT** (15 min later)

            Testing further, our custom models when applied as doors were causing crashes on loading. I created blank project and only used cubes (no materials) for the doors and the floor and we have 0 crashes so far.... more investigation to follow. This is without source control enabled.
            Last edited by riuthamus; 11-26-2016, 10:25 PM.

            Comment


              Okay, after 2- 3 hours of playing with this we love it. However there are issues that again need to be described. I shouldnt have to spend this much time playing with it to be able to create things. Things we have noticed (might be on your roadmap for dev)

              1) Snap points need to have the ability to limit what snaps to them. This way you can restrict other snap points from connecting to it give you full control of how the level looks. I dont want to two bridges to snap together if they are downwards bridges, but it can happen right now.

              2) We were able to understand how snaps work only when we enabled the option for "remove double doors". before enabling that it just looked like snap points were disappearing randomly based off of collisions. So we play with the collision option which just made things more confusing. It wasnt till we found that option, enabled it, we could see that it was removing one of the doors. (still unclear as to which one gets removed an how i could control that)

              All in all great plugin, but really needs some more documentation so that we can toy with it. I am super hyped and despite having some more important stuff going on today I wanted to do nothing but spending time figuring this thing out. I still dont know how "source" control works with this since I only get crashes when we work within a source control project. However, we did figure out why it was crashing outside of source control options. When you assign a static mesh to the Snap point it crashes on level load. However if you make the static mesh a BP and assign a BP to the Snap point no crashes. Might be a bug... dont know

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                Originally posted by riuthamus View Post
                Okay, after 2- 3 hours of playing with this we love it. However there are issues that again need to be described. I shouldnt have to spend this much time playing with it to be able to create things. Things we have noticed (might be on your roadmap for dev)

                1) Snap points need to have the ability to limit what snaps to them. This way you can restrict other snap points from connecting to it give you full control of how the level looks. I dont want to two bridges to snap together if they are downwards bridges, but it can happen right now.

                2) We were able to understand how snaps work only when we enabled the option for "remove double doors". before enabling that it just looked like snap points were disappearing randomly based off of collisions. So we play with the collision option which just made things more confusing. It wasnt till we found that option, enabled it, we could see that it was removing one of the doors. (still unclear as to which one gets removed an how i could control that)

                All in all great plugin, but really needs some more documentation so that we can toy with it. I am super hyped and despite having some more important stuff going on today I wanted to do nothing but spending time figuring this thing out. I still dont know how "source" control works with this since I only get crashes when we work within a source control project. However, we did figure out why it was crashing outside of source control options. When you assign a static mesh to the Snap point it crashes on level load. However if you make the static mesh a BP and assign a BP to the Snap point no crashes. Might be a bug... dont know
                Hey riuthamus, Snap builder is still a early WIP and will undergo a major changes in the near future. I will be using an alternate method to store modules (instead of having them in separate level files) which causes these issues.
                Dungeon Architect | Prefabricator

                Comment


                  Originally posted by Ali Akbar View Post
                  Hey riuthamus, Snap builder is still a early WIP and will undergo a major changes in the near future. I will be using an alternate method to store modules (instead of having them in separate level files) which causes these issues.
                  Great to hear, love the tool and everything about it so far. With a few feature additions we can see this being perfect for the game we are working on. Thanks and let me know if there is anything I can do to help/test/report.

                  Comment


                    Originally posted by riuthamus View Post
                    Okay, after 2- 3 hours of playing with this we love it. However there are issues that again need to be described. I shouldnt have to spend this much time playing with it to be able to create things. Things we have noticed (might be on your roadmap for dev)

                    1) Snap points need to have the ability to limit what snaps to them. This way you can restrict other snap points from connecting to it give you full control of how the level looks. I dont want to two bridges to snap together if they are downwards bridges, but it can happen right now.

                    2) We were able to understand how snaps work only when we enabled the option for "remove double doors". before enabling that it just looked like snap points were disappearing randomly based off of collisions. So we play with the collision option which just made things more confusing. It wasnt till we found that option, enabled it, we could see that it was removing one of the doors. (still unclear as to which one gets removed an how i could control that)

                    All in all great plugin, but really needs some more documentation so that we can toy with it. I am super hyped and despite having some more important stuff going on today I wanted to do nothing but spending time figuring this thing out. I still dont know how "source" control works with this since I only get crashes when we work within a source control project. However, we did figure out why it was crashing outside of source control options. When you assign a static mesh to the Snap point it crashes on level load. However if you make the static mesh a BP and assign a BP to the Snap point no crashes. Might be a bug... dont know
                    I am using perforce and haven't gotten any crashes (at least in 4.12)

                    Comment


                      Good to know, if that is the case this means that the problem was only with mesh's being chosen as the door (snap) in the snapmethod.

                      Comment


                        Submitted an update request to Epic (2.3.1). It contains the two hotfixes to fix the issues with the actor node

                        Version 2.3.1
                        * Fixed various bugs with Actors not spawning correctly from the Actor Node in some cases
                        * Fixed a crash issue while copying Actor nodes in the theme editor
                        Dungeon Architect | Prefabricator

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                          Hi, Ali!
                          I just purchased DA, it works amazing, thanks for a great work!
                          Now, may be I'm doing some thing wrong, but most of the Themes in the content samples are empty.

                          Click image for larger version

Name:	2016-11-28 13_53_40-Wood.png
Views:	1
Size:	328.2 KB
ID:	1119054

                          All files are put into Content folder like this:
                          Click image for larger version

Name:	2016-11-28 13_55_39-DungeonArchitect - Unreal Editor.png
Views:	1
Size:	17.9 KB
ID:	1119055

                          Any ideas?

                          Comment


                            Originally posted by Flash7 View Post
                            Hi, Ali!
                            I just purchased DA, it works amazing, thanks for a great work!
                            Now, may be I'm doing some thing wrong, but most of the Themes in the content samples are empty.
                            All files are put into Content folder like this:
                            Any ideas?
                            For the infinity blade ones, you'll need to download the content packs from the marketplace (they're free). Some of the others like SciFi are paid packs, I think.

                            Comment


                              [MENTION=28980]Ali Akbar[/MENTION]

                              Just stumbled upon this: https://twitter.com/OskSta/status/802496920790777856 (can't get that gif out to link here directly :/ )

                              Can Dungeon Architect do that kind of thing?
                              Last edited by motorsep; 11-29-2016, 11:23 AM.

                              Comment


                                Oh, thanks! Indeed, when I plugged in SciFiProps assets it started working

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