Dungeon Architect

Submitted a new version to the marketplace. It is also uploaded on my website (windows). It fixes a packaging issue on 4.19

Version 2.11.2

  • Fix: Fixed a packaging issue on older engine versions by performing a check while shutting down the plugin

I just purchased DA still going through the tutorials, but im in real need of this option too, for a project in production. can you tell me if this is possible with the current version.
Thanks in advance.

@anidivr [USER=ā€œ1994376ā€]ED SOLO[/USER] It wonā€™t work simply by swapping the walls / ceilings as youā€™ll need to take gravity into consideration (reachable places). Instead the new snap builder and graph grammar can be used to generate platformer levels.

Iā€™ll have to add another small feature to lock the rotation of the modules in different axis (as we donā€™t want to rotate platformer modules designed with jump accessibility in mind)

The game Dead Cells does this by piecing together small hand made platform modules based on some layout graph. Each module also has some random variation.

You can make something similar with Snap Map builder + the new Graph Grammar. You can use prefabricator to add randomness in your modules

Documentation for the new snap builder and the dungeon flow system

https://coderespawn.github.io/dungeon-architect-snap-map-user-guide-ue4/

Thanks for the reply ill be looking into the snap builder today. the prefabricator is fantastic, and iam currently making good use of it .

@aliakbar Wondering if Your every going to do tutorial about making maps with larger buildings using city builder? Been waiting almost a year for one. Really need to know how you set up for larger city scapes.

@aliakbar I have a weird error (could be caused by the engine).

I want to add my own GridDungeonBuilder in c++, so i added a new class based on the GridDungeonBuilder.
So far so good, but on compiling the solution i get the following errors:


2>LogCompile : error : Duplicate class name: UEdGraph_Grammar also exists in file /Script/DungeonArchitectRuntime
2>LogCompile : error : Duplicate class name: UEdGraphSchema_Grammar also exists in file /Script/DungeonArchitectRuntime
2>LogCompile : error : Duplicate class name: UEdGraphNode_GrammarBase also exists in file /Script/DungeonArchitectRuntime
2>LogCompile : error : Duplicate class name: UEdGraphNode_GrammarNode also exists in file /Script/DungeonArchitectRuntime

Any idea how to resolve this?
(Working with 4.21.2 binaries from the launcher, not much more stuff in the project yet, just a few assets/materials)

hi iā€™m on mac os 10.14.2 and ue4 4.21.2 and canā€™t get your plugin to load. i continually get ā€œPlugin ā€˜DungeonArchitectā€™ failed to load because module ā€˜DungeonArchitectRuntimeā€™ could not be loaded. There may be an operating system error or the module may not be properly set up.ā€ Is this a known bug? Iā€™ve followed your quick start guide step by step and continue to get the same results. Thanks.

Thank you. Iā€™m glad youā€™re finding Prefabricator useful

There was a bug I recently fixed that wasnā€™t placing 3x3 tiles or larger buildings on the city layout. Iā€™ll make a tutorial soon

@Algorithman If you are making modifications to the plugin, its better to add the plugin to your projectā€™s folder. For this, copy the Dungeon Architect folder from the engineā€™s folder to your game directory

  1. Copy DA from the marketplace folder: e.g. C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Marketplace\DungeonArchitect
  2. Create a new folder named **Plugins **in your gameā€™s project directory and paste DungeonArchitect folder inside it
  3. Uninstall DA from the launcher (click the Installed Plugins link under 4.21 engine)
  4. Regenerate your visual studio file

If the error persists, clean and rebuild

Thx, i try with uninstalling from the launcher (the one thing i didnā€™t do ^^)

Thanks for this little tutorial, it was very helpful!
The SnapMap builder finally works without crashes - great work.

But I have one problem that some level modules should never be rotated. Is there an option for that?

As my game has a Topdown camera not every level part is playable while rotated. Maybe you can make an option in the modula database for that?

@Laurentius That is planned. Iā€™ll add that in the next build. This is especially useful for 2D/2.5D levels where you donā€™t want your platformer modules rotated

Iā€™ll provide a way to lock rotation based on the individual axis

I am trying to random generate dungeon with landscape. I have done everything needed from guide (Multiplayer Dungeon Generation), my dungeon elements like trees are spawning always with different seed but landscape doesnā€™t modify. I donā€™t know how to fix it.

Is this in runtime? UE4 does not support landscape modifications at runtime. They can be modified only from the level editorā€™s viewport (when you manually build a static dungeon)

I tested on Android and it works without issues (runtime dungeons). If anyone has issues, please let me know with more details

Hello!

I bought the plugin few days ago and been going through every documentation to use the SnapBuilder since itā€™s the reason I got the plugin.

Iā€™ve spent now 3 full days to try to make it work, I even changed the version of Unreal because the downloadable example you made is on 4.21 and I was on 4.19

Iā€™ve tried everything and went into your modules to understand why itā€™s not working properly. I found that we have to add a bound level volume that is not on the documentation.

There must be other specification missing because I canā€™t get the tool to work when I use my own modules (works with your modules). I know itā€™s coming from the modules because with all the tests Iā€™ve made Module Database works fine, Dungeon Flow and connections too, the problem comes from the module itself.

At this point Iā€™m really desperate and donā€™t know what to do to make it work this is why I write . Can you please help me?

Thank you!

Approved Llama Del Reyā€™s post, just posting since it may not have given an update notice to the thread about it.

I can confirm that the SnapMap builder does work with external projects. Iā€™ve got it working with multiple layout types including several of the packs from marketplace. It is a bit finicky though. The easiest thing to test on your maps is to increase the error tolerance to a much higher number and then see if it builds the map, it may have overlapping geometry but it should help show where the problem is.

Another problem I ran into a lot at first was the ordering that it builds. At first I was just adding nodes and attaching and not paying attention to the order and that can cause problems.

The other thing I have found to help when building them is to start simple and then add one room at a time in the flowchart until you find the error.