Dungeon Architect

I got this crash with all the plugins of this creator, any reply or fix ? Cause I can’t even open the projects for a plugin I paid for… Is an error on his editor tabs looks like…

On 4.15, 4.18 and different projects…

Posted aswell months ago on his free plugin https://forums.unrealengine.com/comm…883#post933883 and was ignored

FOUND FIX by myself: (Update)

The error comes that the uplugin load times are wrong:
“LoadingPhase”: “Default”
should be
“LoadingPhase”: “PostDefault” or PostEngineInit
all the people getting the plugin working are just running it on luck and runs the editor before of the plugin, but this isn’t mean to happen like that so the code is wrong, make sure you change it for the next versions.

[USER=“28980”][/USER]

​​​​​​​Does the runtime module of DA work on Android out of the box ?

@Hevedy Which module is this for? The runtime module uses PreDefault as it needs to load before the engine initializes so it can pick up the volumes

I’ve been working on the Snap builder and it is stable now with no crashes or build overheads and works well with level streaming.

I’ll integrate this with mission editor and test it on a simple game for the next release

Edit: This one if for the level based modules, so you design you room modules in separate level files, with all the other features (foliage, vertex paint etc)

For the DungeonArchitectEditor & DungeonArchitectHelpSystem that come set as Default by default, need to be executed after the rest of the engine or the module will return error at load the tabs of the editor. <Note if you have a fast computer that will never happen or you have a 1% of chances, since I’m using a HDD etc the error happen to me and other users the 99% of times, that is why need to be post load>

Thanks for the update. I’ve looked at the engine launch code and it doesn’t matter if you have a fast or slow computer, loading of plugins in UE4 is deterministic (it loads it in sequence and not in parallel to cause this issue). [Check the Launch code with references to IPluginManager::Get().LoadModulesForEnabledPlugins(…LoadingPhase…)]

Could you give more info?

  • Error message in the output log
  • Screen of the tabs that show an error
  • Any existing plugins you have enabled in your engine
  • Engine / OS version number

The bug error report is what I posted there on the post #2125](https://forums.unrealengine.com/community/work-in-progress/38674-dungeon-architect?p=1486136#post1486136) from other user aswell I posted on the Haste plugin thread too the same, the log don’t say nothing more at all, the engine just crash at open if you don’t set that config I set crash at 90% of load ± and return that sentence in the bug report window. Is not related with other plugins as only happen with your plugins even if are the only ones on the engine, related cause are the only plugins I got that add tabs. Always happen on custom engine versions from Github any version from 4.9 to 4.18 will return this problem on Windows 7 Ult.

If you set what I changed then works fine.

To me looks like at the engine read the tabs for the tools at top left where your plugins add a new one, try to catch your tab id or count it but isn’t loaded yet or something rare happen but counts 1 more in the array than the actual ones that are loaded into the array at the launch.

! Any idea on when the next update will be released?

With the new stability of SnapMap / level-based snap builder, do you plan to deprecate the actor based snap builder?

Hey,

AMAZING WORK ON THIS PLUGIN! It’s absolutely amazing.

I’m using it now and have a few questions.

  1. I’m using the snap builder for my game to create a procedural world, how would I ensure that at runtime, a random world is generated but the player starts at at start modules?
  2. In terms of saving the game, I want the world to always be unique when the player starts a new game. However, if you load game, you are returned to a level which was created for that playthrough.

Best,

you jsut save the seed in a savegame file. and whenever you load the map you recreate the dungeon form the seed. however any other actors that spawn enemies etc would laso have saved state.

Can’t believe it didn’t cross my mind…

What if the enemy spawning actors are within the module?

then make a variables - one bool if he spawned creeps or didnt. if he didnt yet- then let if false and spawn as normal. if its true, add another variable with array of CLASSES of enemies, and make the spawner respawn only those enemies, that are in this array. as you kill mobs remove them from the array. That how I did it - super fast. it doesnt save the position of the mobs or their status (if they are wounded) but saved the general state of dungeon super easy.

Very early WIP of a snap builder sample game I’m building. The character is Murdock from paragon (free asset). The rest of the assets in the video use paid assets (Fantasy Dungeon and SuperGrid). I’ll replace them with free ones eventually in the next update

watch?v=9zHMvb3rqfA

Very cool, looking forward to the update.

Wondering how the level based snap builder works in the editor, do you end up with loads of level instance files as you place modules?

Hi,

There are two places in DungeonBuilder.cpp you’re calling FTransform::Multiply and passing the same pointer for the first and third parameters:


FTransform::Multiply(&transform, &spatialRotationTransform, &transform);
FTransform::Multiply(&transform, &prop.Offset, &transform);

This works fine on platforms that use FTransform from TransformVectorized.h, but on platforms that use FTransform from TransformNonVectorized.h (i.e. Switch) it can cause the transform to be wrong because the code actually writes to parameter 1 during the calculation which writes over parameter 3 mid-calculation.

In most other places you use a temp FTransform as the first parameter and then copy the result to where you want it, like this:


FTransform out;
FTransform::Multiply(&out, &logicOffset, &transform);
transform = out;

Regards,
.

Can we get a download that does use Fantasy Dungeon? I have that and it’s kind of a pain to set up as a theme, so I’d love to be able to work off yours.

Obviously WITHOUT the actual Fantasy Dungeon assets, just the theme.

Hello guys finally bought it via marketplace, excited to start, Not finding Dungone1 actor in the outliner

I’m following the instructions, I’ve installed it on 4.19.
When I open the “DungeonDesignTime”
It says,

Select the Dungeon1 Actor from the Outliner window
Click “Build Dungeon” button from the Details window

but its not there,
message log,

/Game/DA_StarterPack/Maps/DugeonDesignTime : Can’t find file for asset. /Script/DungeonArchitectEditor
/Game/DA_StarterPack/Maps/DugeonDesignTime : Can’t find file for asset. /Script/DungeonArchitectRuntime
/Game/DA_StarterPack/DungeonTheme/D_StarterPackTheme : Can’t find file for asset. /Script/DungeonArchitectEditor
/Game/DA_StarterPack/DungeonTheme/D_StarterPackTheme : Can’t find file for asset. /Script/DungeonArchitectRuntime

Am I’m missing something from the manual installation? I’ve checked for Dungeon Designer under plugins to see if I had to turn it on like on the manual version, it showed up after restarting both, unreal and epic games, there it shows up as Dungeon Designer 2.5, although the downloaded package is 2.8 , but when I attempt loading it errors out, when opening the project, it says,

Binaries for the ‘DungeonArchitect’ plugin are missing or incompatible with the current engine version.
Would you like to disable it? You will no longer be able to open assets that were created wit it,

I say “no” and it loads.
when going back to the plugins it shows as unchecked,

Thanks! UPDATE this might be an issue with my setup, having projects set up outside of the unreal content folder so one content area can’t find the other. Being that my plugins are not manually installed I can see that perhaps being the case.

SOLVED: Wiped out unreal and removed plugins, installed a fresh one on a new location and launched it, there I was able to see the 2.8 dungeon architect plugin.

is it possible to use the Cluster Theme in the CityBuilder? Unsure how to get it to work

EDIT: Nevermind, the theme override volume is better for my needs and works great!

Hello, hope you’re well.

I can’t get this to work properly in mobile. I made a very simple theme (Just the 1M default cube), added it to the map, and run the “Build” on begin play. It works perfectly in windows but nothing happens whatsoever in the device.

I tested in Samsung Galaxy S4, S7 and a LG Spirit as well with the same result. It happens whether I use “Instanced” or not.

Any clues? Thanks!

One feature that would be really nice is having a connection that can just be checkbox be active / deactivate

For example, if you use multiple themes for a dungeon, the BP preview essentially no longer works because you are using custom markers it doesn’t understand; it doesn’t know how the connections should work . So then you need to temp wire it up for the BP preview and then unwire it for the actual dungeon. Ideally there should be some way so you wouldn’t need to do this.