I haven’t released a new build for this yet as there are some issues to be sorted out first
During runtime generation, landscape collision data is not updated when the landscape is modified while the game is running (it looks like landscape editing is supported only in editor). I’m looking for a workaround. It works in design time though
Cannot modify the landscape height data in a separate thread. It has to be done in the game thread (simple fix)
Marker points along the walls of the landscape. I’ll use marching square algorithm for this
Hmm, did the plugin unlock immediately for you guys once you purchased it from his site? The transaction is still listed as “On Hold” for me, even after confirming that the transaction went through. ^^
So I’ve had this for less than two hours, and it’s already making back what I paid for it- I would highly recommend that anyone on the fence check it out- the combination of superb customer service and utility in the base product are an easy buy for me.
This is a bit random, but in the quickstart guide you previewed a really neat example of dungeon architect generating an indoor building, is there any you have a rough ETA on that? This is the exact use-case I bought architect for, and I was planning on implementing it myself, but if the developer who built and maintains the system is already working on it, it seems smarter to wait instead of cooking up my own half-competent version.
I was wondering if there was a way to get information about a cell after it’s been built. I’m trying to spawn an actor in the center of a room and not in a hallway. I’m encountering problems where it generally spawns it in halls or doorways preventing access to the room and sometimes making the level unbeatable.
Check out this post by. Basically you just add a marker and name it “RoomOpenSpace” in your theme and it will let you spawn stuff in to the middle of the room.
I just tried doing a test build for my game and I get an error saying it can’t find the runtime.dll’s for DungeonArchitect I found them in the 4.9/binaries folder of the zip but where do I put them? I tried them in most of the folders but I sill get the same error. Didn’t find anything in the docs either.
There is a simple workaround for your issue until Epic fixes the limitation in the engine.
Workaround: Just go to File > Add New C++ Class (give it any name), and it will convert your project into a C++ one, and it should build correctly
Issue: Plugins do not seem to automatically compile with pure blueprint projects. This has been discussed in depth by other plugin developers. If a plugin is to be shipped with your game, your game needs to be a C++ project. You can do that by adding a C++ class to convert it to one. You will need to install the free version of Visual Studio (windows) / Xcode (mac) for the editor to compile your c++ package
I’ve tested packaging a C++ project with 4.9 and it works well
@HInoue Thanks! You can grab the current version of the Building demo from . I requires manufacturak4’s sci-fi demo pack to work. However you can have a look at the code and see how it is done. I’ll clean it up with freely available assets and post a proper demo soon
, thank you so much for all the effort you’re putting into this.
Edited to add: I forgot to ask earlier, but is there documentation anywhere about writing custom markers? Eventually I’d like to write either a literal tilemap or equivalent functionality to intelligently populate rooms and cells with props (lights, desks, treasure chests, monster spawners, etc), which seems to be a perfect use-case for them.
Created a new theme that will be bundled with the quick start samples. It is based on the free “SciFi Hallways” community sample so you don’t have to buy another asset to use it and I think it looks really
Updated the building sample to use this asset. Also added another dungeon actor to decorate the sides of the building, (i.e. lights, plants, wooden floor around the building where created with a simple theme file) http://i.imgur.com/iL2CFAY.jpg
Quick question. If you went into enough depth of the generation process and got good results, could you then randomize so you could walk into the same cave over and over but it’s different each time?