I canāt 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 āBuildā 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 āInstancedā or not.
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 doesnāt understand; it doesnāt 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 wouldnāt need to do this.
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?
Note the new snap map builder works only at runtime. I create transient map files (for the spawned module maps) so we donāt have the overhead of creating asset in the content browser and saving them. This keeps things fast
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
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 moduleās 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=ā15635ā]FS Creations[/USER] I disabled mobile builds in the last update (2.8.3) in the marketplace as there were some deployment issues. Iāve re-enabled it in 2.9.0 and tested it on Android and runtime creation works fine. Iāll submit 2.9.0 shortly
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 ādetailsā of dungeon, so the preview is just blank. Iāll 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