Dungeon Architect

Created a few characters and a cell shader to use with DA Sample games.

https://.youtube.com/watch?v=0c0N3NB-6eI

Iā€™m having the same problem. There is just a black outline. Iā€™ve tested it with the samples (the soul cave, the ice and fire forges) and they all just return a black outline. Iā€™ve searched this thread and didnā€™t find anything. I donā€™t believe this is a bug with the plugin itself, so how do I fix this?

Iā€™ve tested this recently and it showed up after a while. Itā€™s probably a bug and I need to explicitly ask the engine to load the material. Iā€™ll have a closer look

Thanks!

Another note: when destroying and creating the dungeon back again with paint mode, the tiles come back. Is this an expected bug?

Hi [USER=ā€œ28980ā€][/USER] ,

I attempted to do the Marker emitter solution but couldnā€™t get the right maths for the vector creation. I sent a screenshot into the DA UE4 discord, would it be possible for you to jump on there when you get a and help me solve this? Iā€™m certain itā€™ll be a silly thing that Iā€™m missing, but any help would be great :slight_smile:

Thanks as always!

Edit

's the post I put on Discord -

Iā€™m trying to create a marker emitter for each corner of a room, now thus far when dividing the room coords by 4 youā€™ll get one corner. Do the same thing but add the central node coordinates and you get the opposite corner. Now there are still 2 corners to have emitters placed in them. Now maybe Iā€™m just be silly, but mathematically I presumed if I break the vector and add the x value of the divide by 4 value to the x value of the divide by 2 it would isolate a single corner then rinse and repeat on the y values to create all 4 markers. But to no avail, it seems to be using the whole dungeon bounds instead of the room bounds. But maybe Iā€™m just missing something, anyone came across a similar issue and figured out a fix?

@TSK Looks like the message didnā€™t went through. Could you PM me?

ProtoTools - Use it for quickly building your snap modules or dungeon themes

More info

watch?v=Kqmdn39volg

https://i.imgur.com/BlK5G0u.jpg

Added a placements category for proto tools

[USER=ā€œ28980ā€][/USER] - Is the theme using the Fantasy Dungeon asset pack you were working on available now?

's the post once more [USER=ā€œ28980ā€][/USER] , it has been updated. Hoping you would be able to give insight :slight_smile:

Also another quick question regarding marker emitters, would they be able to use the cell id value to isolate individual rooms? And do you have any examples of this you could send a screenshot of for R & D? Expanding on this, would I mix this marker emitter idea with a selector logic to be able to have these markers only generate the walls of a selected cell? Or would there be an expansion within the marker emitter bp that could create this kind of functionality?

Thinking about this a bit more would an is near function work to isolate the walls?

So in a nutshell, isolate specific cells, and isolate the wallā€™s of that cell.

Thanks as always :smiley:

's the post I put on Discord -

Hi,
I purchased your Dungeon Architect directly from your website, because via Epic Launcher only Versions > 4.18 are available, but I need a Version for UE 4.15.3.
Unfortunately also your website offers only downloadable version > 4.18. Can you please send me a download link to 4.15.3 Version on Windows.
And please check your eMail-Account, because your eMail on your purchase receipt seems to be brokenā€¦
Kindest regards in Advance
Ricky

, can you provide a brief tutorial on the map snap builder? I donā€™t understand how the Snap Map Connection is used to link the different room levels. Also, is it required that each room be a single mesh? How is the collision mesh calculated? Using individual meshes? Or do I need to provide one?

This looks like a really useful tool. I have a few questions though.

Does this install from the launcher for the precompiled binary version of UE? In other words, could I use it without needing a C++ compiler?

Are there any plans to include curved corridors? How about roads, rooms, buildings and corridors at 30/45/60 degree angles?

Ricky, apologies for the delayed response. Iā€™ll create a 4.15 build for you soon

@TheCouch A few things have changed in the new build. Iā€™ll create a tutorial shortly with the next update

@Wysardry Like other code plugins, it works without a C++ compiler. However with the recent engine versions, I believe it requires you to install Visual Studio to create shipping builds (Iā€™ll confirm this)

I released a free Prefab tool that will help with snap module creation. Check it out [

https://docs.prefabricator.io/images/level_rand/level_rand.gif](Prefabricator - Open Source Prefab Plugin - Game Development - Epic Developer Community Forums)

Hey, thank you very much for your reply!! Can you be more specific what you mean with ā€œsoonā€, waiting now for three weeks on your resonseā€¦ Kindest Regards, Ricky

[USER=ā€œ28980ā€][/USER]

Somehow when I try installing DA from the launcher, I only see UE 4.19 version. I am using 4.21.1 - how can I install DA for 4.21.1 ?

False alarm

Since 4.15 is too far behind, merging is causing issues. Iā€™m still working on it