If i remember correctly the content exemples contains something like what you’re looking for (in the grassland exemple).
You can find and download those (under “Download content pack”): Dungeon Architect Quick Start Guide
Hope that helps.
If i remember correctly the content exemples contains something like what you’re looking for (in the grassland exemple).
You can find and download those (under “Download content pack”): Dungeon Architect Quick Start Guide
Hope that helps.
Hello,
I just purchased DA yesterday and currently I’m exploring what it can do. Presently I’m using the MultistoryDungeons Asset from the Marketplace and have been able to put together some basic structures in DA but I’m wondering if there is a way to somehow register the sizes of each mesh part to DA for more complex building of dungeons. The reason I say this is that there is an incredibly huge amount of mesh’s included in this asset and some of the mesh’s are quite a bit larger than normal and take up more wall space length or width, height wise than others. Eg: One archway is 600 x 268 x 835 which works well with the standard wall sizes, but another Archway is 1402 x 502 x 1214 and there is no real effective way of using this larger mesh combined with the smaller mesh throughout the map as far as I can see (though it would look incredible if done proper). The larger doesn’t fit properly anywhere width wise. Is this a limitation of what can be done? As I am just new to using DA, I’m not sure if what I’m asking can be done in DA. Or may I suggest the idea to be implemented if possible.
Suggestion (if not already there):
I still have so much to learn about DA but great work!!! Looking forward to using it to streamline layer building.
Cheers!!!
@Jondoes I looked at the log files and they don’t show any DA related errors, except for this:
Editor terminated with exit code -1073741819. I also tried packaging with the latest version and it works fine.
It looks like an issue with the engine installation. Could you try packaging after disabling DA and see if it works? If not, you need to verify your installation from the launcher
Hey @PhoenixSpyder Thank you for using DA and for the suggestions. A while ago I implemented a powerful new system in the unity version of DA and didn’t get around to bringing it to UE4 yet. It opens up lots of possibilities for including larger pieces with artist friendly tooling
I’ll implement it in UE4 soon
Spatial Constraint Graph
watch?v=7mvXZyW_QuA
More info on the basics of this feature
watch?v=tx0MMNx0RVY
Hey, thanks for the suggestion.
I tried packaging after disabling DA, leaving the content in, it gave me errors.
I also tried packaging after disabling DA and removing all the dungeon architect modules (using snapmap), it does package fine (but with no gameplay maps).
The last thing i tried was verifying 4.21 install and removing other unused plugins from the engine version. Still did not work.
I’m going to try reinstalling the engine version and try again.
Submitted a new version to the marketplace for approval
Version 2.13.1
This maintenance release fixes an issue where if you built your snap map dungeon in the editor a few times, some of the modules were not unloaded correctly from the editor’s memory and were showing an error/warning when changing levels or saving the level file. It also fixes an issue where replicated actors placed in the snap module levels were not replicated to the clients
Wow, these features look like they will do something similar to what I am asking for in my suggestions. Any idea of a time frame for these added features for UE4 version? No pressure. Just needing to know so I can plan my development accordingly.
Also, since I am new to DA, I’m wondering about the ability to have roofs of buildings installed during the process…for assets than provide roof meshes.
Looking forward to your new features in UE4 version!!! Cheers!!!
[USER=“28980”][/USER]
I am skimming at the docs and I am not finding any notes about how to organize level for Snap builder level pieces with pre-compiled lighting (lighting has to be pre-built, but levels will be generated in real-time). Basically I need to make modular pieces (and probably loop the layout with individual pieces to avoid seams in the generated dungeon) and bake out lighting.
Could you please point me in the right direction ?
Coming back with that same issue. I verified all the engine versions and the DA versions, reinstalled 4.21 and 4.22 just in case. I also checked for VisualStudio updates, but that’s up to date. I tried a couple more things:
-Packaging blank projects in 4.18, 4.19, 4.20, 4.21, 4.22: Cooking and packaging are all always successful without DA. projlogblank420.txt (70 KB)
-Packaging project with DA enabled in 4.21 : Cooking fails, exit code -1073741819
-Packaging project with DA enabled in 4.18 or 4.19: Cooking fails, exit code 5 (c1xx: fatal error C1356: mspdbcore.dll) uatlog418.txt (18.5 KB) uatlog419.txt (19.6 KB)
-Packaging project with DA enabled: in 4.20 or 4.22: Cooking fails, exit code 5 (Windows Kits\10\include\10.0.15063.0\ucrt\corecrt_math.h(599): error C4668: ‘_M_HYBRID_X86_ARM64’) projlog420.txt (70 KB) UATLog422.txt (16.7 KB)
So, i’m completely lost! I have no idea how to fix this.
I’m going to keep looking, but in the meantime, would you have any clues?
Cheers
Try Win64, not Win32.
Thanks for your suggestion!
Just tried win64 for 4.21 with default 3rd person template (Dungeon Architect enabled), fails with exit code -1073741819 Uatlog421DAwin64.txt (61.9 KB)
I also tried win32 for 4.21 with default 3rd person template with substance plugin and with LowEntry plugin, both succeed in packaging.
My steps are:
Open -Engine version-;
Create new 3rd person bp project
Go to project settings > packaging: Set “Shipping” and “Full rebuild”
Go to project settings > supported platforms: Untick all but windows
Go to plugins, enable DA
Restart
Package for win32 (or 64) (or Cook)
Depending on the engine version used, i get errors at different times:
4.18 & 4.19: It stops at " c1xx: fatal error C1356: mspdbcore.dll " I believe that’s before any file is cooked. No crashes.
4.20 & 4.22: Error message differs, but the process is also stopped at the beginning. No crashes.
4.21: After “Execution of commandlet took: XX.YY seconds”, The cooking(?) process pauses for a while, then crashes (popup window), and finally packaging fails.
Am i doing something wrong? Are there any prerequisite to DA?
@Jondoes There are no prereqs for DA and it should just compile. I’ve seen some customers in the past have core C++ runtime errors (like in your case above with corecrt_math file which comes from windows 10 sdk)
Reinstalling Visual C++ should fix this problem. Download Visual Studio 2017 setup from (download the 2017 version), run setup and choose repair option.
P.S. I also see this error in your blank project build logs (projlogblank420.txt)
@ I did some research on this a while ago and it looks like lightmaps don’t work that way
When you bake your lightmaps, that lightmap is only for that (persistent) level and all the other levels that have already been statically added to the Levels window through world composition.
The lightmaps of your separate module level files wont be merged with the persistent level where the dungeon actor resides when you stream them in at runtime. You can also try this without using DA and using blueprints to stream in your module level (use the LoadLevelInstance blueprint node from your level blueprint’s BeginPlay to stream in the module level at different locations / rotations) and the module baked lightmaps won’t work on them
If anyone has any suggestions on making this work, please let me know
So basically DA is for real-time lighting only?
Another issue with them is world space coordinates - if you change level rotation during generation your lightmaps will break. We were doing static lighting generator couple of years ago and you can use it if you aren’t rotating levels. But basically yes - when generating levels you should use dynamic lighting.
[USER=“28980”][/USER]
How about generating level first, then baking lighting (basically offline levels generation, not run-time) ? How’d I need to set up my modular pieces in the sub-levels? Or should I just make modular pieces as BP actors?
This is an engine limitation where lightmaps work only on static levels. If you build static levels with DA then you can bake your lightmaps like normal. For runtime, you need dynamic lights.
The snap map builder works on runtime and doesn’t register itself for static level loads. So although you can build your snap map dungeon levels in the editor, they won’t be saved as such and will be built at runtime.
The reason for this is the engine doesn’t allow you to add the same level file more than once in the Levels window (for world composition). So if you have a corridor module, it cannot be reused more than once and multiple copies of the map file have to be created in the content browser if you want to stream that in at different locations. At runtime however, you can stream in the same level file at different locations as many times as you want.
Since the snap map builder supports level streaming, you can use lots of dynamic lights
I’m still having trouble getting dungeon emitters to work.
I downloaded these and I found the emitters, I then tried to apply them to the dungeon I was working with. However, they do not seem to work.
Any idea, this is driving me round the bend.
Have you includeed them in the Theme? To actualy spawn something? Emitting markers without utility in theme wont do anything