So I’m struggling with some of the basic stuff and could use a hand. I can’t seem to get my walls to align properly. I’m using the basic ue4 starter content Ground: Floor_400x400, Wall: Wall_400x400, and Fence: Wall_400x200 (all using default transform) and it turns out looking like below.
I’ve been watching the Basics tutorial from 2015 and things seem to be a little different now. The fellow in the video was adjusting location offsets to get mesh alignment. Now adjusting the offsets works for the north/south walls, but then trying to align the east/west walls will mess up the north/south walls. It’s like offset location doesn’t take into consideration relative rotation .
[USER=“28980”][/USER] Hi, can you add a feature to the landscape modifier so it only modifies the areas where the dungeon is but leave the rest of the landscape? I want to sculpt a landscape and then have it conform to my dungeon, but currently all my scupting is flattened when I build the dungeon.
Using the snap builder whenever I save the map the doors created by the builder reposition themselves to the origin (0, 0, 0). The connectors themselves stay where they are, but the blueprint containing the geometry moves. The blueprints themselves also do not show up in the browser list which is weird.
Another issue that I see is that the HandleDungeonBuildComplete event is called before the geometry from the levels is instantiated. This is a real problem since my game depends on certain items (target points) being available before the player actually starts. I see that there’s a OnSnapDataLoaded event available via an interface, but that doesn’t seem to be called. How can I wait until all the geometry in the map is built before starting the actual game?
And as far as i can tell, the GridConfig i send to DA from my code is all right, a capture from the debugger after the dungeon rebuild, so it’s first hand data and it looks all ok:
I deleted (or rather saved elsewhere) my saves and started fresh and the problem is gone.
I guess somehow my saves were corrupted as far as DA was concerned.
Strange that the problem occured only when setting MaxAllowedStartHeight to 0 and all worked well otherwise.
I can now switch between the corrupted and non corrupted (new) saves and reproduce the problem at will.
As far as i’m concerned all is fine now.
I kept the corrupted saves, just let me know if you’re interesting in debugging them, otherwise i’ll delete them completely and forget this exotic issue
Hey I have a question about the Snap Map Connection actor.
I’ve notice that there is a connection Constraint where I think it suppose to connect thought Either Magnets or with Male and female. but When I set one of my map with one End begin female and the other male then build dungeon it didn’t do much of a difference. I’m seeing that it still act like magnets when what I really want it to do is have it always connect to the entrance by plunging it using Male/female. Is the Connection Constraint function is still being work on or is their suppose to be a way to get it to work?
But, am having difficulty in finding the function to ‘Make DungeonConfig’. I have version 2.11.2 of DA installed, Google searches are not showing much.
Is there anywhere I can reference a tutorial to achieve runtime generation ?
Submitted a new update with 4.23 engine support. are the two new version that are being pushed with the latest update
Version 2.13.2
New: Added 4.23 Engine support
New: Save / Load custom state while the dungeon is being built. This allows you to track the no. of objects spawned (by setting or incrementing a variable) and later checking against it from selector / transform / spawn blueprints
Version 2.13.1
Fix: Fixed unloading issues with the snap map builder’s module levels. This was causing issues while saving maps and taking up memory
Fix: Actor replication in snap map modules were not working correctly
@uced apologies for the late response. I noticed this long back when the dungeon actor’s Z was not at zero and there were some volumes around and believe it was fixed. I’ll check it again
@TheCouch This is a known issue with the snap builder and I’ll address this soon. Snap level streaming needs BP callbacks when a module is streamed in / out (especially on the one the player is currently standing on)
Thanks for the answer.
No worries and no problem. I didn’t have had this problem since i started a new save, so as far as i can say, i just had a corrupted save and everything is all right for me currently.