[USER=“28980”][/USER] Great plugin! Is there a way to move the snap dungeon or spawn it other than the 0.0.0 origin?
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.
watch?v=K_iQH4TiVS0
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
At the moment no. I’ve exposed the Cluster Theme list variable to blueprints so you should be able to access and modify it at runtime (on version 2.10.1+)
I’ll change it to have it build relative to the dungeon actor’s location so your start room should be where the dungeon actor is
@TechLord I used a room volume to spawn the lift. A room can span multiple floors (like the building’s lobby in the entrance). If you have a look at the properties of the volume used to spawn the lift, I have set the following marker names:
https://i.imgur.com/dQGiMKd.png
This would emit one marker named LiftCabin and multiple markers named LiftHolder, for each floor the volume spans. In the theme file, I create markers with the same names and emit the lift blueprint under LiftCabin marker and the lift visuals for each floor under LiftHolder marker
Version 2.10.0 available for download from my website (for Windows and Mac)
I’ve also submitted to the marketplace for review
Version 2.10.0
- New: Added Engine 4.21 support
- New: Added a search field and scroll bar in the theme editor’s Markers window
- New: Added a new ‘Dungeon Architect’ category in the Level editor’s Modes panel. This lets you easily place dungeon related actors in the level
- New: Added an experimental cell distribution method in the Grid Builder. It is fast and lets you create large dungeons by specifying the dungeon width and height. More info : https://coderespawn.page.link/jTpt
- New: The Mission graph editor’s (Dungeon Flow) RHS graph grammar rule take in weights and are randomly selected based on the weights during substitution
- Fix: Fixed an optimization issue with the grid builder
- Fix: Fixed a Content Browser spawn bug in the theme editor
I truly appreciate the prompt and thorough response. Thank you. Ill post screenshots of our result in the near future.
I bought your assets and the project could not be opened after the plugin was enabled on my computer. Please check the problem for me. This is my computer property
Do you know how long it will be until 2.10 is added to the Unreal Marketplace so I can us it with Unreal 4.21?
@paliacci looks like a Mac deployment issue on the marketplace. I’ve submitted a new update a few days ago and the new re-deployment should fix it… I’ll also follow up with the marketplace team and keep you posted
@darkhemic I’ve submitted it for review and it is in Pending state… i’ll keep you updated on any progress.
In the mean time, if any of you have a Marketplace license, you could grab the latest version of the plugin (2.10.0) from my website and use it with your 4.21 projects till the marketplace version is available… (PM me for website access)
okay, thank you.
Hi!
Been using DA for a fair while now, and following the updates as they come. I did have a couple queries I was hoping you could help me figure out, or possibly add in a future update. I’ve been trying to find a way to have objects spawn only once in a room/corridor, is there any method you can think of that would give us a functionality of setting a spawn amount for an object?
The other thing I was hoping for a bit of insight into is how to isolate corners within a room, I have the functionality of creating markers in the corners of rooms and corridors, but this doesn’t allow much control over how things are spawned. I started to try and make marker emitters that would use the same concept of room center markers, except instead of dividing the x and y by 2, dividing by 4 to get one corner then isolating this to the x and y values to get the remaining 3 corners but to no avail.
Any insight into this would be fantastic!
Thanks as always
P.S. If you’d prefer to chat about this over discord I left these questions in the general chat as well.
Hey @TSK, You can attach a spawn logic blueprint to your mesh nodes. (select them on the theme editor and you’ll see it in the details panel). In this blueprint, you’ll override OnItemSpawn function and it gets executed when the item is spawned on the scene. You can use this to set your variables (count = count + 1). Then use the selection logic BP to see if we can execute this node (if count < N). However, we don’t have a way of accessing shared data to set a counter from the spawn/selector blueprints. I’ll explore ways of providing a blackboard as an input to these blueprints
I’ve built a new designer friendly system for spatial constraints. It is in Unity and opens up various possibilities. I’ll bring it to UE4 soon
I upgraded the new plugin and still can’t open the project, it’s still the same error. Please help me! Have you tried it on the mac?
Thanks [USER=“28980”][/USER]! I’ll play around with the OnItemSpawn and see if I can get that functionality to work. Presumably using the if count < N works that can be the basis for an object counter for the dungeon which would work perfectly well for the time being. A blackboard input would be highly appreciated!
And brilliant I’ll look forward to that update, I must admit spatial constraints seem a tad confusing in their current setup
Thanks as always!
@paliacci The new build is not live yet in the marketplace. I’ve sent a mail to Epic regarding the deployment issue.
In the mean time, I’ve sent you a pre-compiled Mac build of the latest version so you can start using it
Has solved my problem perfectly, cool
Thanks [USER=“28980”][/USER] Hopefully I’ll be able to get something with that basic functionality in place. If your logic works and I can create a counter that should deal with the object count issue we’ve been having! I’ll let you know if it works via discord. And I can’t wait for that update, spatial constraints seem to be rather confusing at this moment in time and that update definitely looks to bring much more needed functionality to it!
Thanks as always