Documentation for the new snap builder and the dungeon flow system
https://coderespawn.github.io/dungeon-architect-snap-map-user-guide-ue4/
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 iām on mac os 10.14.2 and ue4 4.21.2 and canāt get your plugin to load. i continually get āPlugin āDungeonArchitectā failed to load because module āDungeonArchitectRuntimeā 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? Iāve followed your quick start guide step by step and continue to get the same results. Thanks.
Thank you. Iām glad youāre finding Prefabricator useful
There was a bug I recently fixed that wasnāt placing 3x3 tiles or larger buildings on the city layout. Iāll make a tutorial soon
@Algorithman If you are making modifications to the plugin, its better to add the plugin to your projectās folder. For this, copy the Dungeon Architect folder from the engineās folder to your game directory
If the error persists, clean and rebuild
Thx, i try with uninstalling from the launcher (the one thing i didnāt 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. Iāll add that in the next build. This is especially useful for 2D/2.5D levels where you donāt want your platformer modules rotated
Iāll 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 doesnāt modify. I donāt 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 editorās 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 itās the reason I got the plugin.
Iāve 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
Iāve tried everything and went into your modules to understand why itās 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 canāt get the tool to work when I use my own modules (works with your modules). I know itās coming from the modules because with all the tests Iāve made Module Database works fine, Dungeon Flow and connections too, the problem comes from the module itself.
At this point Iām really desperate and donāt know what to do to make it work this is why I write . Can you please help me?
Thank you!
Approved Llama Del Reyās 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. Iāve 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.
[USER=ā222363ā]Llama Del Rey[/USER] Please try as [USER=ā59677ā]J.C. Smith[/USER] mentioned. The dungeon will not build if it cannot satisfy the following constraints:
If it cannot build a dungeon that satisfies the dungeon flow graph. It could happen for a few reasons:
Thereās a node in the graph (e.g. with name āArmoryRoomā) and no corresponding mapping to a module in the module database
The module has fewer connections (entry/exists) than the graph requires. For e.g. in the generated graph, the node āArmoryRoomā might have one entry link and 4 outgoing links which would require a minimum of 5 connections in the module level file and you have only 4
The module bounds are larger than expected. This can happen if you place a custom blueprint somewhere far away outside the bounds and it takes it as part of the bounds thus increasing it. Place a Level Bounds actor and select it to make sure it is tightly packed
The module database is out of date. If you modified your modules, it needs to be rebuilt
The modules cannot be connected as the art asset overlap with the adjacent connected moduleās art asset. In this case try increasing the Overlap threshold from the config
The orientation of your connections is wrong. Make sure the red arrow points outward and is at the edge of the module bounds
When the snap dungeon doesnāt build, it needs better error reporting as to why it didnāt build. Iāll add that in the next update as others have also face difficulty debugging it. In the mean time, start with a small graph (two nodes) and make sure it works. If it doesnāt, increase your overlap threshold till it works. Then add more nodes from there. Once these basics are solved, it should work properly
You donāt need the Level Bounds actor in the module file. You can however use it to make sure your bounds are correctly packed
So the level bounds actor (which I placed and scaled manunally to fit the correct module size ā¦) is never used by the snap builder itself or in the level streaming process for visibility?
Just wondering ā¦
Hi,
i tried your suggestion (copying over the plugin etc) but sadly it isnāt working.
On a new empty project, it still errors out with the duplicate class names errors.
Steps to reproduce:
I didnāt add any classes or BPās yet.
At least i get some additional error msgs:
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraph_Grammar.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarNode or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarNode
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraph_Grammar.h(17) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraph_Grammar or Class /Script/DungeonArchitectEditor.EdGraph_Grammar
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraphSchema_Grammar.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraph_Grammar or Class /Script/DungeonArchitectEditor.EdGraph_Grammar
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraphSchema_Grammar.h(13) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarNode or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarNode
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/EdGraphSchema_Grammar.h(25) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphSchema_Grammar or Class /Script/DungeonArchitectEditor.EdGraphSchema_Grammar
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/Nodes/EdGraphNode_GrammarBase.h(9) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarBase or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarBase
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/Nodes/EdGraphNode_GrammarNode.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarNode or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarNode
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectRuntime/Public/Frameworks/GraphGrammar/Graph/Nodes/EdGraphNode_GrammarNode.h(12) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraphNode_GrammarBase or Class /Script/DungeonArchitectEditor.EdGraphNode_GrammarBase
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogUObjectHash: Error: Ambiguous search, could be Class /Script/DungeonArchitectRuntime.EdGraph_Grammar or Class /Script/DungeonArchitectEditor.EdGraph_Grammar
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error: === Critical error: ===
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error: Assertion failed: Class->Children == NULL [File:D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealHeaderTool\Private\HeaderParser.cpp] [Line: 5685]
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
1>C:/Git/MSD2/Plugins/DungeonArchitect/Source/DungeonArchitectEditor/Private/Frameworks/GraphGrammar/RuleGraph/EdGraph_Grammar.h(14) : LogWindows: Error:
1>EXEC : error : UnrealHeaderTool failed for target 'MSD2Editor' (platform: Win64, module info: C:\Git\MSD2\Intermediate\Build\Win64\MSD2Editor\Development\MSD2Editor.uhtmanifest, exit code: CrashOrAssert (3)).
Seems UHT cannot decide which to use. I personally never had anything like this, so i donāt know how to resolve it.
Regards
Algorithman