Dungeon Architect

It looks like the 4.21 version is not deployed correctly in the marketplace. Clicking on install on 4.21 doesn’t do anything on both Mac and Windows (but works for 4.20) I’ve sent a mail to the marketplace team to have a look

The new beta launcher installed dungeon architect for me in 4.21. the non-beta launcher failed. (or it was fixed in the last few minutes and this was just coincidence)

+1 For the beta launcher, worked for me too :slight_smile:

I can confirm this is now fixed :slight_smile:

4.21 update is available.

Please restart your launcher and install it to your engine. The Mac version still has deployment issues and the marketplace team is working on it

I added this in the recent update. You should be able to set this from blueprints from the current version (2.10.0)

Hello & everyone :slight_smile:

I would like to know if there is any documentation / quick start guide for using the Dungeon Flow System, if not maybe just a quick paragraph to get us started using it.
I think it’s an amazing feature and kind of what was missing to really take advantage of the power of Runtime Dungeon Generation but I couldn’t get a grasp of how it’s supposed to work.

Thanks in advance,

I’ve rewritten the snap map builder with a new algorithm and is now fully integrated with the dungeon flow graph (mission graph). So you can create rules like these (left) and have procedural levels built with the generated graph (right)

I’m working on a rougelike sample game to go with this and will provide more info in the coming weeks. This also works well with 2.5D side scrollers and should work with Paper2D as well when it is supported

I’ve removed the MainBranch / Side branch parameters from the config as they are no longer needed as you create create more complex graphs from .

In the first phase, loops will not be supported (As a workaround you use Teleporters to move around, like in Dead Cells and Gungeon)

In the second phase, I’ll add support for loops with procedurally generated passages to connect the loops

In the third phase, you’ll have another graph which gives you more control on how the rules are executed, inspired by Joris Dorman’s work (for now, all the grammar rules are executed in each step)

Great news [USER=“28980”][/USER]

Hi [USER=“28980”][/USER],

I’ve had a quick go at getting that function to work but as you’ve said the selection and spawn logics don’t work in tandem. So I was wondering if I created a separate blueprint for the object, which had a how many of these objects have spawned checker and the had a destroy self if over N would that theoretically work?

I appreciate it’s not quite DA related but thought you may have better insight than myself :slight_smile:

Cheers!

Edit

So I created a spawn logic like this, however as expected once the counter reaches over 1 it’s destroying all instances of the actor. Is there any way I could keep a singular instance spawned but destroy the rest?

how was this solved? Ran into the same issue trying to build for win64 with ue4.20

@Anasel I’ll have this feature available soon

You could try using a marker emitter blueprint. This allows you to query the entire level layout and emit markers where you need them (N in your case). There are a few examples in the quick start samples (e.g. the room center emitter, which emits a marker at the center of the room. You can use the same logic to emit markers on different rooms you select)

The issue is caused because I used a very generic name for one of the data structures named FCell. If another library uses the same name, it won’t link while building. In C++ the right way to fix this would be to wrap this in a namespace, but that is not supported with USTRUCT and UCLASS due to engine constraints.

I’ll rename FCell to FGridCell in the next build and add a class redirect in the plugin config so it doesn’t break anything

I’ve fixed streaming issues and other crash issues with the snap builder. It also works with BSP if you want to prototype your levels with it.

This is great thanks! looking forward to it. I really love this plugin :slight_smile:

I began to place prefixes everywhere because that…
For example nowadays I would call it something like “FDGA_Cell”, etc. Tired of hitting this kind of issue drove me to that :s

Hi :slight_smile:

I hope you’re well !

I have an issue with multiple themes, don’t know if it’s by design.

I’d like to give the players the possibility to add an optional theme containing a ceiling on top of rooms.

So i’ve added an extra theme containing only the ceiling.

Main theme:
GroundTheme.jpg

Optional theme:

But when i load both themes, i get either the ground or the ceiling, apparently randomly:

Am i missing an option to fully add multiple themes or is that something you can fix ?

Thanks :slight_smile:

Hey , in your base theme file create an empty marker with a name (like OptionalCeiling). Then from the base theme’s ground node, emit a marker emitter to OptionalCeiling with probablity 1

Similary create another marker OptionalCeiling in the optional theme file as well and add the ceiling meshes there.

When the theme engine encounters OptionalCeiling in the scene, it will search for all the theme files that have this marker (excluding the empty ones, which is the base theme file). If more than one themes have the same marker, it randomly picks one (which is why you are getting the ground marker issues)

The hell forge demo uses multiple themes in this way

watch?v=aZUF0kZYx6Q

Thanks again, super clear and worked wonderfully :slight_smile:

Thanks also for the explanation about how markers with the same name are handled, very very useful :slight_smile:

Cheers