Dungeon Architect

We can have a brush tool that paints markers on the scene. One brush tool that paints on a grid (like floor tiles), paints on edges (for walls) or scatters on a solid object (for dropping crates, trees, foliage etc on any solid surface/walls)

@CorvaenOboros I’ll add those featuers.

Allow / Disallow Module Rotation: I’ll add this in the next update. The disallow rotation will also be necessary for platformer levels
Module Bounds from Mesh: I could create a new volume actor (like SnapModuleBoundsVolume). When you drop it into the level, the details panel will have options to auto snap with different functions (RelevantForLevelBounds, OnlyCollision, OnlyMeshes, Manual). If you don’t have this volume in your module, it falls back to RelevantForLevelBounds. Let me know what you think

4.22 is officially on VS2017 as per the docs. I’ll test it on vs2019 and fix it in the next update

I believe this was fixed a while ago. Could you post your plugin version number and engine version?

Hello everyone, I’ve been busy working on a new feature. It was being implemented in Unity and I’ll bring it to UE4 in a month or so. It gives you lots of control as a designer on your level generation. Check this video

watch?v=aa8KcSligXs
*P.S. This video is for the Unity version of DA. Mods, if this is not allowed, please let me know and I’ll remove it *

https://i.imgur.com/FWg0rOJ.jpg

honestly - yes. this implementation would easily allow me to generate buildings.

I have the plugin compiled for UE 4.24

I’ll test it on mac and submit an update later today

Added support for magnets and male/female connection constraint in the snap map door connections

(I’ve added debug markers, black = magnet, blue = male, pink = female)

I’ve uploaded 2.14.0 in the website if you guys want to use it with 4.24 right away. I’ll this update to the marketplace and it will show up in a few days in the launcher

so they pair up male-male and female-female :wink: how Politically Correct :wink: thats not what I would expect. good you gave an image for that :smiley:

:smiley:

I’ve submitted an update to Epic. It should show up in the launcher in a few days
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​​​​​​​does it contain the new flow system for grid? :slight_smile:

​​​​​​​That will come in a month or so

Fix: The collision profile customization in the theme editor’s mesh node properly show up in instanced mesh dungeons

There’s a cooking issue on 4.24 which doesn’t allow you to make standalone builds. I"m working on fixing it

I’ve fixed the cooking issue and it should be available in the next update soon

Submitted a new maintenance update with bug fixes. It should show up in a few days in the launcher

Version 2.14.1

  • Fix: Fixed an issue which was causing standalone build creation to fail
  • Fix: Collision profile set in the theme editor’s mesh node properly propages to the instanced meshe dungeons (HISM)

Complete change log

Does the location of sublevel’s actors matter in SnapMapBuild mode? Should I place the whole group of objects (not each of them) in a null coordinate or I can place them anywhere and SnapMap will handle their position by a connection asset in a right way?

I expecting such issues, but don’t know where the problem exactly is. Corridors seem to be not inserted at all. Corridors appear if I launch InsertCorridors one or two times, but their attachment is a mess.

@TraceAnima This was a bug in DA (and 4.24). I just fixed it and will upload a new update soon

I’ve cancelled the previous update (2.14.1) and submitted a new update (2.14.2). So you should see the following new changes

Version 2.14.2

  • Fix: Fixed streaming issues in the Snap Map builder when the Flow Editor’s Debug view is opened
  • New: Flow Editor’s Debug mode’s backtrack steps hilights the current module node in blue color

Version 2.14.1

  • Fix: Fixed an issue which was causing standalone build creation to fail
  • Fix: Collision profile set in the theme editor’s mesh node properly propages to the instanced meshe dungeons (HISM)