Okay, thanks for that. I suspected that the lighting would be a problem with a VR game. ■■■■■■. I was hoping to give the game plenty of replay value but looks like that’s not an option now. I guess I could pre-build a few different versions of the same level and have a random one appear each time the player starts the game I suppose. Am going to have to think about that or maybe some other sort of workaround.
It’s just all about tradeoffs (like a lot of VR dev is!) - if you want fully randomized levels, you take a graphical hit or a performance hit. Or you generate a ton of levels and bake, giving you nice shadows and performance but at the cost of your time (baking lighting) and the file size of your game. The other benefit to baking levels is that you can vet each one and make sure its a good level for your game, or even hand tweak aspects that need some extra love. I may end up switching to that approach for my game too, but I’m hoping to do a daily challenge mode that relies on daily randomized levels, so cutting that possible option would be a trade off I’d have to make.
Paint tool is failing to create doors where rooms and corridors meet - instead, it’s forcefully creating lanes between rooms as they are painted in, despite corridors between always being painted in first. Any clues ?
[USER=“28980”][/USER] What is the best way to increase dungeon’s size? Simply Increasing Cell Size makes Dungeon very clustered and that is not what I am looking for.
Looking forward for your reply
P.S I am trying to achive dungeon 100000x100000 unit large, restricted by the negation volumes
You are correct, you can start with SimpleCity builder as an example and leave most of the stuff (query, tool data, selection / transform logic spatial constraints) and build them as needed. The config class will show all the properties in the dungeon actor when you select this builder from the dungeon actor
Build your layout in the BuildDungeonImpl function and save the result in the model. Emit markers around your layout in the EmitDungeonMarkers_Implementation function. This makes the theme editor fast as it doesn’t have to rebuild the layout when you change the theme graph and just reuse prebuild model every time you change something in the theme graph
@Vormulac Please have a look at this multiplayer tutorial:
watch?v=RooAWh76Wro
In the above video, the server selects a seed and sends it over to the clients as a build request then waits for all the clients to finish building. When all clients finish building, the game starts (until which it stays in spectator mode)
While testing this I’ve tried replicating all the dungeon actors and the performance was not good. I’ll have a look at the replication graph introduced in 4.21
@thesnowdog Welcome back! There’s a generator called Snap builder that pieces together the modules you create and has level streaming support, although it is still a very early work in progress and I’ll be improving on it in the near future.
I had this in Unity for a while. I ported it over to UE4
Select the dungeon actor and go to the Experimental category and enable “Fast Cell Distribution” and specify the dungeon width and length in unreal units. This ignores the NumCells parameter and generates cells (rooms and corridors) inside this [width,length] range
[Edit: This will be available in the next update 2.10.0]
https://i.imgur.com/FW0HdZc.png
https://i.imgur.com/m1FgF7Ph.jpg
This also has better performance for larger dungeons. It works with negation volumes
Hello [USER=“28980”][/USER] and fellow Dungeon Architect Users,
We seek to duplicate the creation in the video below using the floor plan builder. We’re aware that the Floor Plan Builder is work in progress. But its still amazing looking and peaked our interest. Can someone please explain how set up Markers to spawn the whole elevator system in the procedural generation? We did not see these details in the user guide. We deeply appreciated any and all assistance offered.
FCell is a USTRUCT and I unfortunately cannot use a namespace with it (as UE4 doesn’t support it with ustructs). In the future I’ll change FCell name to something else so it doesn’t clash with other libraries that also use the same name