I also added:
FORCEINLINE uint32 GetTypeHash(const FRectangle& rect)
{
return FCrc::MemCrc_DEPRECATED(&rect, sizeof(FRectangle));
}
To MathUtils.h so I can put an FRectangle in a TSet and/or TMap.
Cheers,
Ryan.
I also added:
FORCEINLINE uint32 GetTypeHash(const FRectangle& rect)
{
return FCrc::MemCrc_DEPRECATED(&rect, sizeof(FRectangle));
}
To MathUtils.h so I can put an FRectangle in a TSet and/or TMap.
Cheers,
Ryan.
A new version has been uploaded to the website for engine version 4.16 and 4.17. I’ll also submit to Epic shortly
Version 2.7.0
[MENTION=28980]Ali Akbar[/MENTION]
Does DA work with World Composition to create truly massive procedurally generated worlds ?
the Epic Launcher is saying its installed in every version of the engine I have but I cannot get it to run at all…can’t even find it. any suggestions
Yes, I would expect that behavior. I wouldn’t expect the scale to be applied to the translation though. The problem with this is that it also repositions the wall. Think of it this way: what’s happening is akin to applying the scale to the rotation. Let’s say I rotate a wall by 90 degrees and then I have a transform logic that scales the wall by .5. Now my wall is only rotated 45 degrees. That would be unexpected behavior. It’s similar to applying the scale to the translation. It might make some sense (maybe) if the pivot point was always in the exact center of the mesh, but I think that’s pretty rare.
Is it enabled in the list of plugins?
How long does it take epic to get around to updates?
Hi Ali,
There’s actually two places this bug exists. In 2.7.0 you fixed line 1325 when sweeping the x axis, but not 1365 when sweeping the y axis.
Regards,
Ryan.
@motorsep World Composition is not supported. I played around with the engine’s world composition framework while experimenting with the snap builder so it shouldn’t be too difficult to add. I understand it is required for VR and FPS games. I’ll add it in the future
@Tkat5200 Could you try deleting the plugin from the “Installed plugins” link under the engine version and re-downloading. After you launch, navigate to Edit > Plugins. In the left pane, choose Procedural category and make sure Dungeon Architect is installed and enabled
@TheCouch Ah, I misunderstood your post. Scaling the rotation is clearly wrong. I’ll have a look tomorrow and have it fixed in 2.7.1
They are usually pretty fast (~24 hours). I have just submitted 2.7.0 to Epic as Mac QA was pending. I’ve also added 4.17 support which was released yesterday
That would be great! How far off is such future? :o
Btw, World Composition is for massive levels, so it can be used in any sort of game, not just FPS and not just in VR.
Note though that the rotation is definitely not being affected, the translation (position) is being affected. My example was meant to illustrate that it’s strange to apply the scale to the translation (at least I think it is).
Greetings ,
Thanks for such an awesome plugin , has helped out a lot in development.
Lately have been leaning more and more toward using the Snap Builder as the flexibility to be off grid and use custom pieces is super useful .
I know it is still experimental at this time however wanted to give some suggestions for when you have time to refine.
Currently in UE4.16 DungeonArchitect 2.6.3
Overall------------------------------------
Connections and Doors -----------------------------------
I’ve also found that while including any component in a SnapConnection the component always spawns at the origin no matter where the module spawns. I’ve tried replicating the example from DA_Snap_GameDemo so that doors/walls can switch depending on the connection type and everything ends up in the middle.
@CorvaenOboros Thank you for the suggestions. I’ll try to get it in the next update
@rctorres I’ll have a look
I uploaded mac version of 2.7.0 to the website