Ahh perfect - thanks a ton!
I’m considering buying Dungeon Architect but I’d like to know one thing: I’m interested in using the Snap Map builder to build maps, but I was wondering, is there any way to pass in a variable to dictate the number of rooms spawned at a given step in the Dungeon Flow Generator? For example, I want to make a game where the number of rooms per level scales with the level that the player is at. If the player is on level 2, then 3 rooms would be generated, and if the player is on level 3, then 4 rooms would be generated. Would anyone know if DA would implement this, and if so, how? Thanks!
i am relatively new to unreal so excuse my noob question haha
I have created a level that procedually generates a map from start and than places the player on the player start that it generates with it. works all fine so far BUT when i start the level from the menu it kind of places me at 0/0/0 … how do i do it that it searches for the player start and than places the player there after it generated the dungeon? or would i need simple delay player spawning? whats the best way to do it?
thanks already for helping
Long story short - you should use GAME MODE to delay spawn of characters, not sooner than the dungeon finished build! Even a fixed value of few seconds. As standard game mode tries to spawn characters at frame 0 - where you dungeon start points probably doesn’t exist, or by using a menu system you overwrite the game mode and logic for spawning.
In this tutorial, I explain how to delay spawn (it works for single-player too!) and how to control session life. There is an example project as well to use parts of my code as you see fit!
- I have just bought this plugin, I’m getting editor freeze every other time I hit “Build Dungeon.” on unreal 4.25.2
I got it with 3 different GridDungeon presets / themes.
I have killed the editor at least 10 times in the span of 2 hours.
I change the stair connection tolerance to say, 0.4 to 0.2
Build… engine not responding after 1 minute.
This is just an example. I got it with many different settings so far.
- I’m also assuming this is a common issue:
I can see how I’d fix it using my own logic, but yeah.
- I was glancing through the thread before buying, wasn’t there 2x2 corner / wall supports? It’s not in the documentation from what I saw.
I’m getting infinite loop bugs with the GridBuilder on 4.25.2.
I’m doing more tests to try and identify the cause, it seems to be Room Aspect Delta. The issue happens very frequently when the value is set to 0.8
I have to kill the editor process because the editor stops responding. In the tooltip description, it’s said that a value of 1 will make stretched rooms, so I assume it was perfectly safe to use in the past…
I am able to repro this with the default settings and Room Aspect Delta:** 0.8**
There’s another thing I noticed, I’m getting a lot of stairs against fences and walls when experimenting. Is there other settings other than “Stairs Connection Tolerance” that will dictate stairs placement? I’m not sure why it’s happening but this issue is very frequent in my experience.
EDIT: Same issue as this guy from 2017:
Was this ever addressed?
***Get Random Cell ***doesn’t include room tiles. Is there a way to get an even distribution across every dungeon tiles from the Querry system?
This is from 1000 samples:
it doesn’t include room TILES… it include ROOM as an object. And from a room reference you can get extend of the room and array of cells.
Yes, that much is obvious.
The probability still isn’t even using Get Random Cell, depending on the Room / Corridor tile ratio. I guess you’d have to get allunique* tiles *in a Vector 3 array and reference that instead if you want something even. I’m using find random point from navigable navmesh instead. Easiest workaround and the distribution is very even across the entire dungeon. If I read the doc correctly, it’s also possible to get the nearest tile from a location so that’s solved.
Since Ali is no longer active, Have you had experiences with stairs facing fences and walls? I can probably hack it, but ideally the core issue should be fixed in code.
I also have the same experience. Using Stairs Connection Tolerance, the problem is only less frequent.
Use spatial constraint? Making sure that stairs spawn only if there is a floor tile in front of it?
Now you’re left with a missing fence, or a door without stairs.
It’s about the best work around.
[USER=“28980”]Ali Akbar[/USER] Hey Ali. I have a problem with the streaming levels option for Snap Map Dungeon Builder. Each time a map loads and unloads there is a noticable lag spike. (Fps goes from 100 to 20 for a few frames) creating jerky motion when going from room to room. I have done some profiling and the problems seems to come from StreamingLevel.Load and StreamingLevel.Unload. Any tips on how to mitigate this problem? The modules are quite simple, with just a few static meshes and no lights or effects. Maybe the plugin could stream in each level over a few frames instead of all-in-one frame? Is navigation build on the same frame as the level is streamed in, or could it ble loaded during the next few frames? Any hints appreciated.
[USER=“28980”]Ali Akbar[/USER], Hi. I’m like the FloorPlan builder to build a corridor like blocked out dungeon. However, I’m also needing a few dedicate rooms to spawn special player, enemy and treasure spawns. The benefit of the flow is that I can have some control of the connection spaces and generation distance from the start and goal points. Is there a way to some how blend the two, or get the flow builder to get a similar feel to FloorPlan that would be fantastic.
I’m trying to create a smaller more arcade like quick randomization maps rather than larger explore style dungeons.
@jayderyu floor planner is the least developed one. Use the grid dungeon for this. if you want it to be in some confined space - use the new flow grid planner.
@AngeIV , thank you for the suggestion. I’ve tried tinkering with the Gridflow planner. Which I like having the control over in regards to the connections. I’m having some difficulties though. I can’t seem to tinker it quit right to get a more corridor with rooms feels, rather than a grid of rooms with a rare corridor. I’ve provided a pic to sample out.
The left is the direction I’m more aiming for, where as the right is what the grid flow is producing, but I’m not aiming for. Any thoughts to get the grid flow generate a style more similar to the left rather than block rooms of the right.
is there a tutorial somewhere on how to integrate the minimap? struggle a bit to integrate that. tried to copy the code from the example project but at some point i must have done something wrong haha.
if there is i would be glad to see it
Hi, please join our discord channel, you’ll find the invite link in the launchpad. We have an active community (1.2k+ users), you can chat with the devs and the community for better support
Using Unreal 4.26, I created a 3rd person template, dragged a dungeon builder actor into the scene, and tried a bunch of differen themes with otherwise default settings.
(Except I have a dungeon negation volume around the 3rd person template sample floor)
When I use the D_ToonLand template, it comes out looking like this. Are the gaps between floor tiles intentional?
@jwatte the theme and default dungeon use different tile sizes. make sure to match tile size in the settings option of the dungeon to the one in theme visualization settings. judging blindly I would say the theme uses tiles 300x300x300 and the default theme is I think 400x400x100.
Also, you should add “marker spawner” “adjacent cells” to the dungeon actor in the world to make those hills.
Got an answer in the Discord – the theme contains the art assets, but doesn’t set the grid size, so the default grid size may not match the art of a particular theme. I need to adjust the grid size of my dungeon to match the art to make this go away.