Originally posted by Ali Akbar
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Dungeon Architect
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Hello.
I just tried to package my game for Win64.
The packaging process went fine, but when I try to start my game I get this:
UE4Editor_DungeonArchitectRuntime!SceneProviderCommand_CloneActor::ExecuteImpl() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\sceneproviders\sceneprovidercommand.cpp:180]
UE4Editor_DungeonArchitectRuntime!FDungeonSceneProvider::RunGameThreadCommands() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\sceneproviders\dungeonsceneprovider.cpp:90]
UE4Editor_DungeonArchitectRuntime!FDungeonBuilderTask::RunGameThreadCommands() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:298]
UE4Editor_DungeonArchitectRuntime!ADungeon::Tick() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:122]
Seems like the problem is with the dungeon architect code.
Do I have to do something particular to make this work?
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Originally posted by Peter Shoferistov View PostGreat asset, I've bought DA a while ago for unity at the asset store and now, after moving towards to UE, it's good to see that it's available here as well!
I remember that your tool has had built-in brushes for building levels manually, but it was a little bit limited.
I'm working on a project with a modular level design and it's really time-consuming for me to place blocks in the old-fashioned way by dragging/duplicating/deleting them in the scene manually.
I'm just in the beginning of my journey in this project and currently looking for a better level creating tool to use.
So tell me my friend, is it possible to construct by hand something familiar to what you see in the attachment?
Thanks!
Image link: https://1drv.ms/i/s!AuyHy4WnaMnUg-EDcjgvhgxofo-q9A
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Originally posted by qdelpeche View Post[MENTION=28980]Ali Akbar[/MENTION] -- that is awesome. I can't wait for City Builder ... it is definitely going to get a lot of use in a couple of my projects
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Originally posted by Ali Akbar View Post[MENTION=504934]DrinkThisPotion[/MENTION] I'll provide a sample for this soon. I coded a similar demo for unity to isolate corridors connecting between rooms
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I'd like to generate (offline) multi-story dungeon, using pre-made areas and generated areas. It needs to have baked lighting, but some areas with breakable geometry need to have stationary lights. Is it achievable (via Blueprints only, no C++) ? Are there tutorials about this kind of approach ?
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Originally posted by DrinkThisPotion View PostGreat job on Zombie town. Now that you're finished with that can I get this example pretty please?
I'll create a stand alone demo with free assets when I get time and share it
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Originally posted by DjGrave View Postis city builder already available for DA?
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Originally posted by motorsep View PostI'd like to generate (offline) multi-story dungeon, using pre-made areas and generated areas. It needs to have baked lighting, but some areas with breakable geometry need to have stationary lights. Is it achievable (via Blueprints only, no C++) ? Are there tutorials about this kind of approach ?
Once your dungeon is built, lightmass should bake lighting into your actors, like any other level (provided your lights and actors are also static)
As for using pre-made areas in the dungeon, there's no good way of doing it as of now
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