Dungeon Architect

Thanks @ChipNinja :slight_smile:

Any idea when the new version will be uploaded?

You can run the entire landscape data through a float curve. This gives you artistic control on the steepness of the walls and you can also give it some interesting shapes

Example 1
Curve

Scene

Example 2
Curve

Scene

I havenā€™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). Iā€™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. Iā€™ll use marching square algorithm for this

Will you be able to do like a building architect? where you can create buildings with interior & exteriors?

Hmm, did the plugin unlock immediately for you guys once you purchased it from his site? The transaction is still listed as ā€œOn Holdā€ for me, even after confirming that the transaction went through. ^^

Hi @HInoue, Thanks for the purchase. Looks like paypal is reviewing the payment, can you wait for 24 hrs? I got this mail from them:

You should be able to access it after it clears

Sure, thatā€™s fine- thanks for the quick reply :slight_smile:

@ - The new landscape generator looks , nice work :smiley:

So Iā€™ve had this for less than two hours, and itā€™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. :slight_smile:

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. :slight_smile:

Hi,

I was wondering if there was a way to get information about a cell after itā€™s been built. Iā€™m trying to spawn an actor in the center of a room and not in a hallway. Iā€™m encountering problems where it generally spawns it in halls or doorways preventing access to the room and sometimes making the level unbeatable.

@anonymous_user_5884154f,

Check out this post by. Basically you just add a marker and name it ā€œRoomOpenSpaceā€ in your theme and it will let you spawn stuff in to the middle of the room.

This is PERFECT. I can handle the uniqueness of must have objects with a singleton approach. Thanks so much!

Hey there @,

I just tried doing a test build for my game and I get an error saying it canā€™t find the runtime.dllā€™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. Didnā€™t find anything in the docs either.

8a5143f7b86b3fc8f98ad53ef9aaba7ce0525ba7.jpeg

@anonymous_user_5884154f,

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

Iā€™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 manufacturak4ā€™s sci-fi demo pack to work. However you can have a look at the code and see how it is done. Iā€™ll clean it up with freely available assets and post a proper demo soon

, thank you so much for all the effort youā€™re putting into this. :slight_smile:

Edited to add: I forgot to ask earlier, but is there documentation anywhere about writing custom markers? Eventually Iā€™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.

@HInoue, Iā€™ll update the documentation soon

Created a new theme that will be bundled with the quick start samples. It is based on the free ā€œSciFi Hallwaysā€ community sample so you donā€™t have to buy another asset to use it and I think it looks really

Screens:
http://i.imgur.com/nldJ7gB.jpg

http://i.imgur.com/TPOXhFBm.jpg http://i.imgur.com/QyvYsq1m.jpg http://i.imgur.com/VFgBrSum.jpg

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

http://i.imgur.com/74yc4L7m.jpg http://i.imgur.com/y17DqTGm.jpg http://i.imgur.com/K5CWbODm.jpg http://i.imgur.com/fYHxZxsm.jpg http://i.imgur.com/7NjKLPwm.jpg

Video of the above sample:

watch?v=hqQ0uSqrbT0

p.s: still uploading