Dungeon Architect

So I have 2 questions for the snap builder. Is there a way to reconnect a side branch back into the main branch?
And my second question, is there a way to limit how many times a given module is generated in any given snap dungeon?

Thanks a lot! Amazing work…

I have a new build ready with 4.20 engine support. You can grab it from my website. If anyone needs access to the site, let me know

I’ll test on mac and upload to the marketplace by today

Version 2.9.0

  • Update: Added 4.20 Engine compatibility
  • Improved the stability of Snap Map builder
  • Added level streaming support on the Snap Map builder
  • Early implementation of the Dungeon Flow system using graph grammar (mission editor)

Note the new snap map builder works only at runtime. I create transient map files (for the spawned module maps) so we don’t have the overhead of creating asset in the content browser and saving them. This keeps things fast

I’ll keep the blueprint / actor based snap builder around as people are using it and possible merge them in the future so you can use either of them

Thank you @

  1. The start module is spawned at the dungeon actor location. You could alternatively place a player start actor in your start module
  2. Response from @AngelV would work nicely

This works only in the runtime mode for now. You can build in the editor mode but that would create a bunch of map files for each spawned module and they would not be saved as they are tagged as transient

@ Thank you , I’ve updated the code and is part of 2.9.0

Sure, I’ll provide that too.

Changed the way snap map doors are managed. The doors are generated in the persistent map and adjacent rooms share the same door object (unlike the previous one where there were 2 door instances spawned in the same location, one for each room)

The map module’s blueprint graph can also grab an instance of a door and lock / unlock it. I have a demo where the doors lock when the player enters the room and unlocks after a while. This can be used for opening a door when a puzzle is solved or when all the NPCs in the rooms are destroyed

[USER=“654312”]Kjeld [/USER] Great to hear. Let me know if you face any other issues

[USER=“15635”]FS Creations[/USER] I disabled mobile builds in the last update (2.8.3) in the marketplace as there were some deployment issues. I’ve re-enabled it in 2.9.0 and tested it on Android and runtime creation works fine. I’ll submit 2.9.0 shortly

@PhosphorArt Could you elaborate? by BP preview, do you mean theme editor preview?

For now, no. However, in the future updates, you can do some really interesting stuff with the mission editor and graph grammar

Yes. In some of your examples you provide you do this, where one theme might be just the walls and not the whole dungeons. Sometimes the theme might even be some new marker “details” of dungeon, so the preview is just blank. I’ll often hook these up to something just to see them and then unhook them and build it, etc. It would be nice if you could just null them out so you wouldn;t have to temp construct / destruct

For complicated setups, I have like 8 themes or so to a dungeon so it is more modular to add things later w/o disturbing the main hierarchy

It seems good, I want to play the demo >_<

Submitted a new update with Epic for review with 4.20 engine compatibility

Version 2.9.0

  • Update: Added 4.20 Engine compatibility
  • Improved the stability of Snap Map builder
  • Added level streaming support on the Snap Map builder
  • Early implementation of the Dungeon Flow system using graph grammar (mission editor)
  • Enabled mobile builds in the marketplace so it works on Android and iOS
  • Added a Marker window in the theme editor to jump to a marker. Useful if you have a complicated theme graph

Hello,

that would be very great :slight_smile:
Looking forward to it.

Best regards,
Harald

The dungeon flow looks really cool, any docs on how to use it?

Hi, the mission designer looks incredible.

Would you be able to provide a few tips on how to use it? Just a few simple bullets to get us started.

Thank you!

2.9.0 crashes in Standalone - UE 4.20

Steps to repro:
Make a clean project.
Enable DA 2.9.0.
Launch in standalone.
Crasherino.

Access violation - code c0000005 (first/second not available)

UE4Editor_DungeonArchitectRuntime
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2902]
UE4Editor_CoreUObject!UObjectLoadAllCompil