I’ve done it! I found where In the theme I missed it. Thanks so much AngelV and Jondoes!
Stuck again :rolleyes:
I’m using DA to make levels that have ceilings. Now I’m having trouble with Stairs.
I can usually figure out single stairs I just use Selection Logic to not show the usual ceilings and then add a custom one above the stairs.
However, the Double stairs are a real problem to me. They are too big to use selection logic, I end us cut out the roof from all over the place and cannot remove them?
Is there any neat solution that I could use?
Thanks Again
Another Question!
I’m not got marker emitter for the centre of rooms working well.
However, I have now start playing with** Cluster Themes. **These work very well for all the standard marker emitters, however, the room centre disappears.
On the theme preview, it works fine.
What it does seem to use the default theme for the centre emitter and the normal emitter it uses the clustered theme.
This is annoying because I wanted to use the cluster emitter to create specific rooms, however, what is in the centre of the room comes from the default theme.
I have tested it and I’m getting the same problem with Theme override volumes.
[USER=“28980”][/USER] Using the Snap Map Buildee and streaming levels - how can I detect when I move pawn or items from one streaming level to the next? Can I check if items is within level bounds? Can I register for some kind of event?
When I unload levels items dropped in that level drops through the floor, and items spawned by the level disappears…
Some documentation is sorely needed…
Hi [USER=“28980”][/USER],
I’ve noticed that the data in the Doors list of GridDungeonQuery are not being serialized correctly. AdjacentTiles, AdjacentCells and bEnabled are not UPROPERTY of the FCellDoor struct. When you hit play, those values are always 0.
Regards,
I have a question regarding the dungeon flow editor, is it compatible with the grid builder? if so how do you link the two? I saw your video for the Unity version of the editor but you never show where to assign the asset or how it actually links into the whole system.
Hey [USER=“28980”][/USER] - one question regarding the Snap map builder - would it be possible to change how the bounds volumes work? I think they should more snugly encompass the meshes of the module. I find the bounds to be much too large. Contracting the collission check does not work either, this leads to other bugs with overlapping geometry. Also, if I have a non-rectangular level, the bound volumes always collide, see the attached example… How about splitting up the bounds volumes into several modules instead of just one? A lot of perfectly good levels are discarded because of this.
THIS snapmap builder gives me headaches. It is working with the snapgame modules but not working with my custom made meshes. When i press buil nothing happens, zeroo. I fı choose
snap game meshes. It builds that meshes. If i put one of my meshes insişde a room it creates that mesh too, if ı put it out side that room but in the same ömodule level nothing happenns again. I think this of the snap map is very buggy too. And bound volumes dosnt do much ı deleted them the map (snap map) created any way. I fi delete one of the walls the dungeon updates it if ı restart the engine. Soo say me if i am doing sometihing wrong
I did everything according to book. It sometimes creates the snapmaps sometimes not. This version definetely has bug. It work just with onemap but as soon as i add another when i build the visual map goes emty and nothing generates.
Hi! Will you be putting 2.13 on the website? Latest on there is 2.11.2
@Gomez_Elguabo Did you remember to add the new module to the module database, and then press the rebuild module database button afterwards?
Yes i did it, i send you post. And also a post with the spawning issue. I sthere a way to spawn the dungeon where we put it.
I figured out the spawn issue, if Z =0 it spawns in different places whem you do it with 1 itis ok now
So i wanted to try the new snap map dungeon builder but by the second step “snap map dungeon module” isnt showing when creating new. I’m all up to date with the unreal store downloads and engine. What am i missing ?
PS cool tech, any of getting that infinite map like in unity?
EDIT: also wondering if i can fill the blank spots in the dungeon grid.
Check out the demo cave map used the fire land assets on. He uses rocks in the empty spots to make the cave. You can see the empty space rule there. Replace rocks for what you like.
hey thanks for the hand downloaded the files now and will check that out, i just checked my version number and it’s 2.10 not 2.12. What am i missing ? Do i need to uninstall and install the plugin? The unreal vault isn’t showing any updates EDIT Got it installed to 2.13.1 by restarting the epic games window ^-^
Side note: anyone else think a Reddit sub for this plug in would be much better for everyone? I’m willing to set one up.
So I followed this https://coderespawn.github.io/dungeo…ue4/index.html to the the letter and some but my Dungeon isn’t building with my own meshes or “proto meshes”
What am i missing ?
When building i get a folder Dungeon items that is like this Imgur: The magic of the Internet
Hello sir/madam,
i saw your complete tutorial i tried to create selection logic and transform logic i am unable to create it the problem is when pressing plus sign near selection logic i am unable to open blueprint editor same problem with transform logic which shown in the image in red maker and please help me how to create custom emitter
Hi! Is there a way to control generation more accurately? for example If I have my map sketch-plan and wanna use the Draw dungeon tool to build the same map I sketched. The problem that the builder generates other corridors which I don’t want to have.
I played with grid dungeon config but haven’t got my goal.
@Feddark Did you set cel number to 0?