Dungeon Architect

Yes, some nodes used in the examples no longer exists, also it would be great to have a brief introduction for the new features like Pro Tools etc. For me a summary video which shows how to enable/add etc certain functionalities would be enough.

@Paradox I’ve fixed the bug and will be available in the next release shortly

@unit23 Try using Marker Replacement volumes. This lets you replace any existing marker (like a wall with your own named marker). Then you add where ever you like there in the theme editor

Check this video (at 2:14)

https://.youtube.com/watch?v=81W6Rhwmhfc

In unreal editor, go to Edit > Plugins. Search Dungeon Architect, and it will show the version on the top right corner

I’ll be rewriting the docs soon

Submitted a new maintenance release to the marketplace. This is also available now (windows) in on the website Version 2.11.1

  • Fix: Fixed an issue where SnapMap builder was not connecting properly to duplicated connection actors
  • Fix: Added Category to UFUNCTIONs to avoid compile errors while packaging
  • Fix: Disabled finding of default minimap material to avoid warning popup dialogs

Hey,

Thanks for the plugin, the updates, and all the work you put into this.

I was wondering if you had any installation instructions for that new DA content (snap game), it appears the npcs cant navigate when i extract the content to a new project.
's a quick video of it in a new project (i tried blank, third person and this is first person).
watch?v=W1xqRJVnpbg

I’ll try again when 2.11.1 is available from marketplace and i’ll keep you posted.

Cheers.

I forgot to mention, you need to set the navigation mode to Dynamic in the project settings and also enable navmesh invokers

That’s going to be performance taxing on mobile :frowning:

Works as intended. Thanks for the help!

This was a really helpful video for me. Thanks for posting it!

2.11.1 update is live on the marketplace

Have you considered having the ability to generate miniature dungeons? For example, 1/10th scale.
This would be useful for VR, where the player can be surrounded by a miniature dungeon. The player could teleport between holes.
I was hoping that by setting the scale to 0.05, it would generate a miniature dungeon.

Have you considered having the ability to generate a dungeon vertically. One of the walls would be the floor, the floor would be a wall and the other wall would be the ceiling. This would allow making a platformer type game level much easier.
I was hoping that by setting the rotation of the dungeon, it would generating in that direction.

That doesn’t make sense. If you want smaller dungeon, just make your grid/floors/walls small.

Its more of a time saver. If I’m bringing in an existing asset pack, I have to miniaturize every asset first.

Regarding miniature dungeon; the good news is that I’m able to set the scale of all nodes to 0.02 and the dungeon grid cell size to 8,8,4 (1/50th). However, some of the fences are not positioning correctly. Any thoughts?

It can be done with a single blueprint (dungeon event listeners). You’ll hook on to the OnMarkersEmitted event, which is called before they are sent to the theming engine, and modify the markers any way you like (in this case scale them down, including their positions). I’ll give you an example when I get to work tomorrow

's an example of using this method to create a curved dungeon

http://coderespawn.github.io/dungeon-architect-quick-start-ue4/stage/assets/images/misc_1.jpg

Regarding miniature dungeon; I figured it out. I missed the offsets in the Glass Fence Marker Emitter Nodes.

2.11.1 was not pushed on engine version 4.19 and is still on 2.11.0. I’ve sent a mail to the marketplace team