You can drop in platform volumes for your static room locations. Set the RoomThresholdArea param to a large value (like 100000) so the procedural corridor cells are not converted to rooms. Click build to let DA fill in the space. Randomize and build to change the corridors
@Harcarik I havenāt made progress on this much. Iāll be getting back to this soon. Yes, by level based, your modules will be saved in persistent maps and will be streamed in. It should work with multiplayer
@PhosphorArt Thank you for the feedback. Iāll create a more advanced city builder eventually, but weāll need spline support before that to create roads
@xDragon55683599 Thereās a sample that wraps override volumes automatically when you build, but I just checked and it doesnāt work properly at runtime. Iāll have a look
Hey everyone, Iāve been working on a editor that will give you more control on the flow of your dungeon. It is driven by grammar rules where you define simple rules to create infinite no. of complex mission graphs and level layouts. The DA builders (i.e. layout algorithms) would then take this graph and build a level layout accordingly. You can define your own rules or use pre-built ones
The example below demonstrates a Key-Lock relationship created using 4 grammar rules. The white arrows show the passable connections and the green arrows show the locks that the key opens. It creates a valid key-lock path where the user can reach the goal without getting stuck
[The graph on the right is procedurally generated]
Looking good! Any to have a small tutorial showing building simple Snap dungeon with different floors elevation (not just flat one) and using this mission designer for it ?
1- Neighborhoods- if there was a way to define a neighborhood theme clumps (residential vs high rise vs commercial vs rural (ācentral parkā) in believable groupings)
Is there anyway you could support neighborhoods like you support different rooms in normal dungeons ? Maybe just a grid size for different themes. Like then you could have parks, bombed out areas, high rise, residential, etc as themes in the city. Right now it is just so random, hard to make it feel a city like progression or differentiation
BUG: Larger buildings than grid (bigger building probability) doesnāt always face the road correctly
Also, is there any way you can fix this bug? Any large building needs an entrance on all sides, the back might be in front while front is in alleyway, etc
Just these two things would make the current one way more usable
Hello, I am Using Unreal Engine 4.19 Binary, When Adding Dungeon Architect to my Project and packaging for shipping and Distribution, Placing a Dungeon actor in my level, the game Closes without Error only when opening the level containing the Dungeon Actor. I am Aware of a 4.18 issue where Apex Destruction was Causing Android Shipping Builds to Crash, It has been Noted that this was Fixed in 4.19. So i Upgraded to 4.19 Today, and iām still Experiencing the Same Issue. My Game Opens up the Default Map when downloaded from Google play as a Shipping Build, I then Press play and open my level and the game just closes out, Without Interaction wit the Dungeon, The Dungeon is supposed to build at a later point so im at a loss . When i Remove Dungeon Architect and the Dungeon Actor, Everything Works Fine
I Have tried:
āFix up all Redirectoriesā
Deleting the Intermediate and Saved Folders
Including all my necessary Dungeon Content in a Folder than adding it to the Additional Assets to Cook in the Project Settings
to make isolated rooms just make your coridors āblankā for the main theme. to spawn no meshes. and where you want a corridor make another theme where coridors have mesh and jsut use volume theme overwrite.
Also [USER=ā28980ā][/USER] - when will be the new spatial rules be done for grid dungeons?
Hello, I just installed the plugin, and Im following the Quick Start Guide, in Engine 4.19.2. Im in the **Level Authoring by Players (Runtime) **but when I hit play I get this message:
One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
BP_DALB_GameState
When I open the game state it says the pin Cell Location no longer exists on node āAdd paint cellā and āRemove Paint cellā.
If I choose to play anyway the game open but does nothing⦠What could I do?
This looks like it could be perfect for me. But before I take advantage of this 50% off offer I have a few questions if you have the time to answer them (and to save me going through 142 pages to find out if the answers are somewhere already lol).
Iām working on a VR sci-fi survival horror game (think Alien Isolation meets Dreadhalls) and Iām planning on having the player having random aliens jumping out at them from air vents, light fittings, engineering panels and corpses. Will I be able to do this using Dungeon Architect so that the parasites are in different places every time you play (as opposed to having one corridor type that is randomly placed with the alien parasites there every time I want them to jump out at the player.
Whilst the players are exploring the ship can DA randomly place music prompts to unnerve the player whether thereās a parasite nearby or not?
Will I be better off creating rooms as a whole game asset or would I be better off creating modular pieces containing corners and floor/wall/ceiling modules? The latter will enable me to have a higher texel density when texturing.
Is it possible to merge these modular corridor pieces into one after it has generated because I THINK (and I may be wrong about this) that Iāll get VR performance benefits by doing so?
yes. its very easy to place a randomized location actor and actor type even. best example is the nature example project spawning trees. it uses the spawn rule, and transform rules.
yes. as long as sound is actor based or zone based. very easy to setup.
as you like. you can make whole rooms with some randomization to it in snap builder. or use grid to build rooms from components.
you will. It is possible, however DA obviously wont do it as it is out of its scope. However if you use snap build and pre-build rooms you can use ue4 build in mesh merging tools. snap builder also have a nice level streaming functionality, that allows to load and unload rooms on the go, to even more out performance.
Cool, thanks for that. Iāve bought it and will start messing around with it over the weekend!
I was originally planning on building my levels manually but this should speed up my development AND have the added bonus of giving my game replay value. At £94 quid it was out of my price range but at 50% off it would have been rude not to lol :p:cool: