Dungeon Architect

This is awesome! I just started creating a VERY basic producedural builder the other weekend and after seeing this yesterday I immediately bought this! No point in reinventing the wheel when you’ve already made such an awesome plugin! You’re youtube tutorials are great, though the volume is really low in quite a few of them. Just thought I’d mention that to you. But the tutorials themselves are really great for explaining how to do things and showing what’s possible. I can’t wait to learn more about how to use this plugin.


Not in my library… Could you check please? Thanks.


Hello Ali,

Do you know if it’s possible to access a marker emitter local variable from c++ code ?
EDIT: hmm, this formulation might be misleading, what i mean is “can the emitter BP see a variable from my code ?” (then i could “set” the local BP variable with my code variable in the event graph)

To take a concrete example, in your adjacent cell emitter, you have defined a “distance” variable to fill empty space more or less.

I’d like to drive this variable from my code (and other variables i have created in my own marker emitter BPs).

But the marker emitters are UObjects, so they do not have any access to their ADungeon owner, or UWorld, or the engine, or GameState, or any actor i could use as a proxy.

And as they are declared as a TArray in the ADungeon, creating a class inheriting from your emitter class would be useless as far as i can say (as it wouldn’t be used by your code).

So i’m a bit stuck here, the emitters BP seem to be inside an isolated bubble which i can’t enter.

I have pretty much no experience with BP so maybe i’m missing some big thing.

Any idea ?

Thanks a lot
And again, 1000 bravos for DA, a real piece of brillant work, i really hope one day we’ll see Terrain A. and City A. in UE4, you’ll have one enthusiastic customer for both of them !


Hey Ali I’m loving this plugin! I do have a couple questions.

In the tutorials you show that you can easily unconnect a marker and its mesh. I can’t for the life of me figure out how to do that. I didn’t see this explained in any of the documentation. Is there a keyboard shortcut or something that quickly allows you to disconnect the marker and mesh without deleting the mesh?

Is there a way to detect if the marker is a corner of room or hall? That seems like something lots of folks might want to know when customizing their themes.

And again thank you for this great tool!

Hey Ali,

I purchased the ultimate rock pack yesterday and get a crash when trying to use it on an instanced dungeon.

I could use their meshes to paint foliage on a landscape, so those meshes can be instanced in UE4.

Strangely enough, the instanciation works very well in DA preview windows, but crashes in UE4 preview windows (and in game).

Here a short video to show you how it goes.

Thanks !

OK, problem not understood but solved :slight_smile:

I blindly tested every options one by one, it was the collisions, when removing them and replacing them with another rule, it works fine.

So unless it’s important for you to understand what happened (in which case i remain available to give extra infos), don’t spend time on this, this experimental solution is enough for me.

Cheers !

Transformation section of SnapDoor:Closed Mesh is not working. Location, Rotation, and Scaling are not affecting the generated meshes… I understand why it would not make sense for it to work with the Open Mesh (as it’s placed in between 2 snap areas and which one it used as it’s relative location would be arbitrary.) I do think it should work for closed mesh though, as there’s no ambiguity when it comes to where it should be oriented and what it’s relative space should be associated with.

It would also be nice to be able to associate a closed mesh per door and not just per SnapDoorAsset as the door between the two locations can share a mesh/blueprint, but the closed mesh might need to be different for different rooms.

Example: I have a space station I generate where the doors are set back 20cm from the wall (helps prevent hallway/adjacent room meshes from bleeding through to current room) it looks fine for doors used in the open mesh, but the closed mesh are put 20cm back and look sunken in. Also most rooms do share the same closed mesh, but a few rooms have different themes and should have different closed mesh when no door is placed.

Hi Ali,
I just bought your plugin and I have some questions. My game should use DA to generate dungeons at runtime using the grid builder approach where the dungeon level has one entrance and one or no exit.

  1. How do I let DA place an entrance (e.g. a special wall) and an exit that are far away from each other?
  2. How do I player the PlayerStart location and orientation at the entrance (or exit if going upwards from a lower level) of the dungeon?
  3. Can I place special prefabricated rooms in the runtime dungeon? (like exit, entrance, jail etc.)

Maybe I miss something obvious as I’m new to Dungeon Architect?

Thanks for your great plugin,

Hi Lars,
I am working on this problem as well. One thing to try is to use a GridDungeonPlatform at the edge of the dungeon, set the cell type to “room” and then use a theme override volume with an empty theme along one of the walls of the platform. In the empty theme volume build the door into the dungeon.

The only problem I’m seeing with this is that if you’re building the dungeon at runtime and you have a height variation > 0, there’s a chance that the platform will not match the Z value of the door you built. I have contacted the author to see if there’s a workaround.

Dungeon Architect User Group

Hey fellow DA enthusiasts - does anyone want to share notes on what we’ve learned? I’ve gone through all the videos and done quite a bit of experimentation on my own. I have some learned some pretty neat tricks, but I’m also up against what seem to be some limitations. I plan to make some tutorial videos on some of the finer points I’ve learned. I’ll share those here when I finish them.

Has anyone gone advanced with building your own marker emitters? I built one to emit in the center of rooms which is working very well. However I’m very interested in going deeper as it seems the possibilities are powerful.

Specifically, when getting the bounds of rooms and corridors, does anyone understand that model very well? I’d love to chat.

If anyone’s interested, here’s a blueprint marker emitter I made for the center of the room. It is based on one of the DA author’s demo emitters with few a very minor tweaks. cbdb3fc36aea1978514a874b9df6ece466aa871a.png

Hi DrinkThisPotion!
Thanks for you suggestion - I have not thought about using GridDungenPlatform and ThemeOverideVolume for dungeons build at runtime … might get handy to add special rooms inside of the dungeon.
But I think there is no way to make sure that the runtime dungeon actually hits these volumes - but I’ll experiment with this to see what I can get from it.

But there must be an build in way for runtime dungeons - you have to max out the time a player searches through a dungeon level by separating entrance and exit (and some special goals/quest items) far away from each other.
… and what’s the purpose of a dungeon without an entrance … :wink:

Edit: just discovered that a GridDungeonPlatformer of type Room is always connected - great!

Yes, let me know if you find a way to deal with the elevation issue. (or if you even run into it)

Does anyone have a video or written tutorial for SnapDungeonBuilder functionality? I checked on Ali’s youtube page where he has a demo of it, but no explanation or set up. MTIA.

Hey Ali, I still don’t have the DA in my Vault.

@demonseedgfx, @MiDri suggestion is a nice workaround. Here’s another approach that lets you rotate your dungeon at runtime by attaching all the dungeon objects to a root actor:

  1. Generate your dungeon
  2. Grab all your generated dungeon actors and attach them to some root actor (which you will rotate around the orbit)
  3. Rotate the root actor to rotate your dungeon

@MiDri This should be fixed in the latest version. There was a build error in the version I submitted to epic on one of the platforms. I’ve resubmitted it yesterday and it should be available soon.

Adding negation volumes should be straight forward. I’ll add it in the next build

Thank you @sazigirl! I got a good quality microphone a while back and I’ll re-record the videos soon. Feel free to ask here if you need any help

I’ve sent a mail to Epic asking for the status. I’ll let you all know when I hear from them

Cedric, the emitter BP can see your variables from code. You need to add a reference to your C++ actor that drives this variable and read it from there

Here’s an example where from the BP, I’m grabbing the distance (random value between 1-6) from C++

C++ code that drives the distance variable:

#pragma once
#include "AMyDungeonController.generated.h"

class AMyDungeonController : public AActor


	UFUNCTION(BlueprintCallable, BlueprintPure, Category = MyDungeonController)
	int32 GetMountainDistance();



#include "DA413X.h"	// pch
#include "AMyDungeonController.h"

int32 AMyDungeonController::GetMountainDistance()
	return FMath::RandRange(1, 6);

Add a variable in the emitter BP that takes a references to your controller code and make it public

Grab the distance from your C++ code

Finally, set the reference of your C++ code in the marker emitter when you register it in the Dungeon actor. (The assumption is that you have it somewhere placed in the level, which you probably do)

Clicking build now randomly generates rocks that are 1-6 layers deep

@sazigirl, You can disconnect a link using Alt+Left click on the node’s pin. I’ll add this in the documentation

You can do that with spatial constraints. The tutorials for it are missing. I’ll add it soon. Here’s a quick overview:

Thank you for using it :slight_smile: