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    Originally posted by DrinkThisPotion View Post
    Everything I'm doing is runtime. I have the "use with instanced sm's" checked. Also when packaging the game many materials do not show up at all, just checkered squares.

    [ATTACH=CONFIG]124048[/ATTACH]
    Sorry Ali, I ended up figuring it out on my own. It was a combination of things. Some of the materials didn't have the checkbox you recommended. Your fix worked great for that.

    Others just had a problematic material they were instancing from. I replaced it with something different and it works great now

    Comment


      Originally posted by Ali Akbar View Post
      Blueprint based snap builder

      Fantastic. Glad you're working on the snap builder again!

      Comment


        Sorry, I'm new here.. Is the Snap Builder part of Dungeon Architect?

        Comment


          [MENTION=71989]Kalicola[/MENTION]: Yes it is one of several builder types.

          Comment


            When are we going to get the new snap builder? I am eager to test!

            Comment


              Snap builder demo level (built using the free infinity blade fire assets). This is just using 2 modules (didn't have time to create more). I've also redone the way connections are define which would make it more designer friendly

              Dungeon Architect | Prefabricator

              Discord Support

              Comment


                Hi Ali,

                The theme editor is crashing the Unreal editor on OSX when I add a point light node, save , close the theme editor, then try to reopen the theme. I can reproduce it 100% in 4.14.1 with the latest version of DA from the marketplace.

                Edit: it's not actually related to point light nodes being added but something in my theme that's crashing unreal when I open the theme editor, this started happening when I updated to the latest version of DA. I'm systematically removing parts to attempt to single out the culprit, any clues from the crash log bellow?

                Here's the crash log:

                Code:
                UDungeonBuilder::ApplyDungeonTheme(TArray<UDungeonThemeAsset*, FDefaultAllocator> const&, TArray<FClusterThemeInfo, FDefaultAllocator> const&, TSharedPtr<FDungeonSceneProvider, (ESPMode)0>, UWorld*) Address = 0x17b762d5e (filename not found) [in UE4Editor-DungeonArchitectRuntime.dylib]
                SDungeonEditorViewport::PerformMeshRebuild() Address = 0x17d8c915c (filename not found) [in UE4Editor-DungeonArchitectEditor.dylib]
                SDungeonEditorViewport::Tick(FGeometry const&, double, float) Address = 0x17d8cb3dc (filename not found) [in UE4Editor-DungeonArchitectEditor.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab8cf (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SBorder::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1129fbddb (filename not found) [in UE4Editor-Slate.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SOverlay::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315ee1a (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315f6f9 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SSplitter::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x112a92891 (filename not found) [in UE4Editor-Slate.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SSplitter::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x112a92891 (filename not found) [in UE4Editor-Slate.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SSplitter::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x112a92891 (filename not found) [in UE4Editor-Slate.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SOverlay::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315ee1a (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315f6f9 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SBorder::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1129fbddb (filename not found) [in UE4Editor-Slate.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SOverlay::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315ee1a (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315f6f9 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SSplitter::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x112a92891 (filename not found) [in UE4Editor-Slate.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SOverlay::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315ee1a (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315f6f9 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::PaintArrangedChildren(FPaintArgs const&, FArrangedChildren const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315fa54 (filename not found) [in UE4Editor-SlateCore.dylib]
                SPanel::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315f6f9 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SOverlay::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315ee1a (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                SWindow::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x113172d14 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab939 (filename not found) [in UE4Editor-SlateCore.dylib]
                SWindow::PaintWindow(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x113172cad (filename not found) [in UE4Editor-SlateCore.dylib]
                FSlateApplication::DrawWindowAndChildren(TSharedRef<SWindow, (ESPMode)0> const&, FDrawWindowArgs&) Address = 0x11271d840 (filename not found) [in UE4Editor-Slate.dylib]
                FSlateApplication::PrivateDrawWindows(TSharedPtr<SWindow, (ESPMode)0>) Address = 0x11271c5d1 (filename not found) [in UE4Editor-Slate.dylib]
                FSlateApplication::DrawWindows() Address = 0x11271ba0f (filename not found) [in UE4Editor-Slate.dylib]
                FSlateApplication::TickApplication(float) Address = 0x11272509c (filename not found) [in UE4Editor-Slate.dylib]
                FSlateApplication::Tick() Address = 0x112722778 (filename not found) [in UE4Editor-Slate.dylib]
                FEngineLoop::Tick() Address = 0x10c142d65 (filename not found) [in UE4Editor]
                GuardedMain(wchar_t const*) Address = 0x10c148b72 (filename not found) [in UE4Editor]
                -[UE4AppDelegate runGameThread:] Address = 0x10c15616c (filename not found) [in UE4Editor]
                -[FCocoaGameThread main] Address = 0x10c376526 (filename not found) [in UE4Editor-Core.dylib]
                Unknown() Address = 0x7fffc534ec6d (filename not found) [in Foundation]
                _pthread_body Address = 0x7fffd9099aab (filename not found) [in libsystem_pthread.dylib]
                _pthread_body Address = 0x7fffd90999f7 (filename not found) [in libsystem_pthread.dylib]
                thread_start Address = 0x7fffd90991fd (filename not found) [in libsystem_pthread.dylib]
                Last edited by n00854180t; 01-15-2017, 02:15 PM. Reason: code tags

                Comment


                  Originally posted by Ratamorph View Post
                  Hi Ali,

                  The theme editor is crashing the Unreal editor on OSX when I add a point light node, save , close the theme editor, then try to reopen the theme. I can reproduce it 100% in 4.14.1 with the latest version of DA from the marketplace.

                  Edit: it's not actually related to point light nodes being added but something in my theme that's crashing unreal when I open the theme editor, this started happening when I updated to the latest version of DA. I'm systematically removing parts to attempt to single out the culprit, any clues from the crash log bellow?

                  Here's the crash log:

                  Code:
                  UDungeonBuilder::ApplyDungeonTheme(TArray<UDungeonThemeAsset*, FDefaultAllocator> const&, TArray<FClusterThemeInfo, FDefaultAllocator> const&, TSharedPtr<FDungeonSceneProvider, (ESPMode)0>, UWorld*) Address = 0x17b762d5e (filename not found) [in UE4Editor-DungeonArchitectRuntime.dylib]
                  SDungeonEditorViewport::PerformMeshRebuild() Address = 0x17d8c915c (filename not found) [in UE4Editor-DungeonArchitectEditor.dylib]
                  SDungeonEditorViewport::Tick(FGeometry const&, double, float) Address = 0x17d8cb3dc (filename not found) [in UE4Editor-DungeonArchitectEditor.dylib]
                  SWidget::Paint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x1130ab8cf (filename not found) [in UE4Editor-SlateCore.dylib]
                  SCompoundWidget::OnPaint(FPaintArgs const&, FGeometry const&, FSlateRect const&, FSlateWindowElementList&, int, FWidgetStyle const&, bool) const Address = 0x11315afbc (filename not found) [in UE4Editor-SlateCore.dylib]
                  ....

                  [MENTION=463716]Ratamorph[/MENTION] It's happening somewhere while applying the theme. I'll have a closer look and update you soon
                  Dungeon Architect | Prefabricator

                  Discord Support

                  Comment


                    I've updated an early access version of 2.5.0 so you can start using the new snap builder. There's also a demo scene with around 20 snap modules to get you started. Download the snap demo files from here

                    2.5.0-EA1 (Early Access)
                    Change Log:
                    * Rewritten the snap builder to use blueprints, instead of levels for modules. This greatly improves the performance and stability
                    * Added a snap demo example with 20 modules of various sizes
                    * Fixed initialization issues with the actor node in the theme editor

                    The new blueprint based snap builder is fast and stable. This dungeon contains hundreds of rooms and was generated in under a second (the algorithm is fast but complex rooms may take more time to spawn)

                    There are still some issues to be resolved (the construction script messes up the state of the doors so you'll have to build the dungeon after opening the map. I'll fix this in the coming days

                    I'll create a tutorial soon







                    Last edited by Ali Akbar; 01-17-2017, 07:53 AM.
                    Dungeon Architect | Prefabricator

                    Discord Support

                    Comment


                      Any Dungeon Architect pros want to join an early access game on Steam PM me!

                      Comment


                        I am interested in buying this for the City builder. Do you have a demo of how this works for UE4? I seen it for unity on YouTube I would like to be able to create City Scenes for my game. Is this plugin compatible for VR? Looks wonderful.

                        Comment


                          Perfect, Ali! Looking forward to testing 2.5.0-EA1

                          Comment


                            [MENTION=202843]lafilmcompany[/MENTION]: I haven't tried it using the VR editing, but definitely levels created with it will work in VR. Because of the need for 90 fps though what I've found is that it's best to use static lighting for lightmaps in VR as much as possible. So what I've done when I've used it on VR projects is compile out maps using static lighting and saving levels just to try to keep the frame rates as high as possible (which is important for VR).

                            Comment


                              Ive been testing the 2.5 snap builder. Sadly, its useless for me.

                              Ill grab the code from 2.4, the one that uses maps, and try to work with it. The reason is simple. Im doingVR, and i need static lighting. With the map snap system, lighting could be baked, and performance can be good. But with this system, lighting cant be baked into the modules, wich makes it useless from a VR perspective. Ue4 does not do any kind of culling on the lights other than simple frustrum cull, and that means that if i look to the center of the map, all the lights in all the modules will be calculating, completely destroying performance. If those lights cast shadows, the murdering of performance will be a serious thing, making any kind of half-big dungeon unplayable. Without the shadow casting, then light bleeds beetween modules.

                              Its nice how fast it runs now, and how it doesnt crash every time you exit play in editor, but i have no other chance, becouse the older version was WAY more performant. It also could use the navmesh from each of the modules, avoiding a global rebuild of the navmesh.



                              This is a video of the prototype im doing. This would be completely unplayable on the new version, as each module would need to be a blueprint and i cant bake light or navmesh.

                              Good that we have the source code, becouse i needed to edit it anyway to create my own tightly controlled dungeon. Such a shame you had to change it to use blueprints, what made the snap builder so strong is that it could use levels.


                              There is also a bit of feedback i have:

                              There is no way whatsoever to control the layout of the dungeon. You only have main path, branch end, main path end, and main path start. Its common to see 2-3 modules repeating in a row (easily seen in the video, there are 8 different modules). There is also no way to tell it to not repeat the branch end modules. Something i wanted to do is to have 3 different branch end modules, and use each of them in 3 different branches. But there is a chance that it will repeat 1 module in all 3 branches. That layout editor you were working on for other types of dungeons would be good for this.

                              Another thing that would be great is a "forbid" filter on the doors, so you can tell it to forbid putting a "hallway" room after another "hallway" room.
                              Last edited by vblanco; 01-18-2017, 10:40 AM.
                              UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
                              Deep knowlegde of C++ and blueprints. Open to freelance work.
                              Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
                              http://store.steampowered.com/app/463870
                              http://store.steampowered.com/app/500360
                              http://store.steampowered.com/app/520750

                              Comment


                                Originally posted by vblanco View Post
                                ... as each module would need to be a blueprint and i cant bake light or navmesh.
                                Why can't you set your static meshes in the BP actor to be static and cast static shadows ? After level is generated, build lighting and it should have lightmaps.

                                Comment

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