Dungeon Architect

Hey,

I finally used some ugly workaround in my various emitters, like flooring the Z value of the cell rectangle if the cell is used defined. Not pretty but it works well given that i don’t understand where is the difference between generated and painted cells.

So now my players can create/delete room and corridors cells (using the CellType EGridPaintToolCellType::Room or EGridPaintToolCellType::Corridor). Great ! The more i use DA the more i’m amazed by what can be done with it !

Now i’d like to give the possibility to forbid the filling of a cell (like in negation volumes) at runtime.

I saw there is an enum EGridSpatialCellOccupation which proposes exactly that.
But it’s not part of the PaintedCells properties, is it possible to use it at runtime anyway ?
It would be nice to have a third Cell property in FGridToolPaintStrokeData, something like CellOccupation with this EGridSpatialCellOccupation enum.

Or maybe at least add EGridPaintToolCellType::Empty to the EGridPaintToolCellType enum ?

Thanks