Originally posted by Ali Akbar
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Just purchased this pack. Liking it so far, might need help with a few things though that aren't in the tutorials or have changed (for example some things can't be broken to get data anymore)
To start, is there an easy way to get the starting position? or the starting room? or something like that? Basically I just want to set up a system that generates a map, then spawns my pawn in the starting location.
Also, using the Query thing always seems to return ints.. IE get Random Cell of Type returns in an int.. but I can't find where to use that int to access the actual cell?Last edited by Pinworm; 12-26-2016, 01:31 AM.
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Originally posted by DrinkThisPotion View PostDid this ever end up getting built in? I'm doing an optimization pass and the ability to use level streaming would be huge for performance.
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Originally posted by Pinworm View PostJust purchased this pack. Liking it so far, might need help with a few things though that aren't in the tutorials or have changed (for example some things can't be broken to get data anymore)
To start, is there an easy way to get the starting position? or the starting room? or something like that? Basically I just want to set up a system that generates a map, then spawns my pawn in the starting location.
Also, using the Query thing always seems to return ints.. IE get Random Cell of Type returns in an int.. but I can't find where to use that int to access the actual cell?
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I was making a few mistakes, thanks. I think I got much of it sorted now. I'm still having a few issues with runtime building (it's spawning actors and lights outside the dungeon) but I've fixed my other errors so far so I'll keep messing around
Edit: yeah I've fixed it by correcting an earlier error where I was doing things wrong. Content examples sorted me out. Thanks
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Originally posted by Pinworm View PostI was making a few mistakes, thanks. I think I got much of it sorted now. I'm still having a few issues with runtime building (it's spawning actors and lights outside the dungeon) but I've fixed my other errors so far so I'll keep messing around
Edit: yeah I've fixed it by correcting an earlier error where I was doing things wrong. Content examples sorted me out. Thanks
You can use that concept to decorate the surroundings of your dungeons like this (trees, barrels, bushes etc):
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I'm currently implementing a minimap for my grid builder dungeon (runtime) and I read somewhere (I can't find it though) that I could use a different dungeon theme for the creation of the minimap (scenecapture2D) and then run the game with another theme(s).
My dungeon already consists of 3 themes (entrance, exit and normal) and I wonder what a good approach for this would be?
Should I use two separate dungeon actors with normal and minimap themes using the same seed or try my luck with themereplacevolumes in one dungeon actor?
Any suggestions?
Thanks, LarsLast edited by Laurentius; 12-27-2016, 07:10 PM.
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@Ali_Akbar It seems there is a bug with instanced dungeons and clustered theming. I use the clustered theming to change some materials based on it, and this works as long as the dungeon is not instanced. If I switch over to Instanced the material is switched out with the base material in my cluster theme.
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[MENTION=59935]A[/MENTION]li_Akbar Just wondering if there is a way to tap into this procedural work programmatically rather than through blueprints? I've been using it and it's been great, but it'd be nice to allow for even more objects through the marker emitters and setting those affinity values to something like a probability distribution. In any case, thanks very much for this and looking forward to what else you might be working on.
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@ali_akbar Hello again - I am plagued witht this bug when opening my project:
UE4Editor_DungeonArchitectRuntime!SceneProviderCommand_CloneActor::ExecuteImpl() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\sceneproviders\sceneprovidercommand.cpp:212]
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]
UE4Editor_Engine
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UE4Editor_UnrealEd
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It seems to appear when UE4 crashes for some reason, and when reopening the project after this. When the project is reopened, a lot of the actor nodes in the dungeon theme is missing, and this I guess is what creates the error. I then have to remake my dungeon theme for the n-th time, which becomes annoying fast...
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Originally posted by Ali Akbar View Post[MENTION=504934]DrinkThisPotion[/MENTION] It was, but it causes problems with source control (as I have to create too many level assets to stream them in). I've scrapped it all and implemented it in blueprints and the early version is looking promising. I've learnt a lot about how the engine handles world composition in C++ while implementing it in the past. I'll add world composition on top of the existing system at a later date
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Originally posted by Laurentius View PostI'm currently implementing a minimap for my grid builder dungeon (runtime) and I read somewhere (I can't find it though) that I could use a different dungeon theme for the creation of the minimap (scenecapture2D) and then run the game with another theme(s).
My dungeon already consists of 3 themes (entrance, exit and normal) and I wonder what a good approach for this would be?
Should I use two separate dungeon actors with normal and minimap themes using the same seed or try my luck with themereplacevolumes in one dungeon actor?
Any suggestions?
Thanks, Lars
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Originally posted by dkoding View Post@ali_akbar Hello again - I am plagued witht this bug when opening my project:
UE4Editor_DungeonArchitectRuntime!SceneProviderCommand_CloneActor::ExecuteImpl() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\sceneproviders\sceneprovidercommand.cpp:212]
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]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
It seems to appear when UE4 crashes for some reason, and when reopening the project after this. When the project is reopened, a lot of the actor nodes in the dungeon theme is missing, and this I guess is what creates the error. I then have to remake my dungeon theme for the n-th time, which becomes annoying fast...
The actor issue should also be solved. The theme editor now lets each node initialize itself when it loads, and the actor node should initialize properly
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Originally posted by daeilkim View Post[MENTION=59935]A[/MENTION]li_Akbar Just wondering if there is a way to tap into this procedural work programmatically rather than through blueprints? I've been using it and it's been great, but it'd be nice to allow for even more objects through the marker emitters and setting those affinity values to something like a probability distribution. In any case, thanks very much for this and looking forward to what else you might be working on.
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Originally posted by dkoding View Post@Ali_Akbar It seems there is a bug with instanced dungeons and clustered theming. I use the clustered theming to change some materials based on it, and this works as long as the dungeon is not instanced. If I switch over to Instanced the material is switched out with the base material in my cluster theme.
Comment
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