Ali_Akbar
(Ali_Akbar)
December 8, 2019, 5:00am
2620
AngeIV:
[USER=“28980”][/USER] - I will simplify my question. Can I by any mean spawn specific Markers in a location I desire, much like I can edit “floor/coridor” in the runtime example. Although its not technically spawning markers… in consequence it is spawning markers.
Can I spawn by hand other types of markers? In example “MyInnerWall” on a brush I make ingame?
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)
Ali_Akbar
(Ali_Akbar)
December 8, 2019, 5:05am
2621
Greetings ,
Thanks again for the updates [USER=“28980”][/USER] ! we are using the latest SnapMapDungeonBuilder and its very nice making the modules in levels now !
For Fixed Camera / Isometric games there are a few features would like to request :
Allow / Disallow Module Rotation - currently we are designing the map modules for a specific isometric view and DONT want them to be rotated 180 by the builder . Could we perhaps specify what modules shouldn’t be rotated in the Snap Map Module Database ? or have a setting on the builder to disable rotating modules ?
**Module Bounds from Mesh - **In general the computed bounds of modules is too simplistic and large . Adjusting meshes within the map modules by “ Relevant for Level Bounds “ has been very useful , however is still limited to a singular level bounding box for the collision checks where the power of Snap Dungeons is their unique shapes . In the Module Database if we could specify a custom static mesh that we make to be used for the Level Modules Collision Detection that would be amazing .
Thanks again !
@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
Ali_Akbar
(Ali_Akbar)
December 8, 2019, 5:10am
2622
PatangoWango:
Just downloaded the Dungeon Architect, but it doesn’t seem too happy with UE4.22:-
Module.DungeonArchitectRuntime.cpp (0:06.59 at +0:00)
2>C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Templates/Sorting.h(38): error C4800: Implicit conversion from ‘int’ to bool. Possible information loss
2>C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Templates/Sorting.h(38): note: consider using explicit cast or comparison to 0 to avoid this warning
2>C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Templates/Sorting.h(37): note: while compiling class template member function ‘bool TDereferenceWrapper<T *,PREDICATE_CLASS>::operator ()(T *,T *) const’
2> with
2>
2> T=UGrammarRuleScriptGraphNode,
2> PREDICATE_CLASS=anonymous-namespace'::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29> 2> ] 2>C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Algo/IntroSort.h(63): note: see reference to function template instantiation 'bool TDereferenceWrapper<T *,PREDICATE_CLASS>::operator ()(T *,T *) const' being compiled 2> with 2> 2> T=UGrammarRuleScriptGraphNode, 2> PREDICATE_CLASS=
anonymous-namespace’::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29>
2> ]
2>C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Templates/Sorting.h(94): note: see reference to class template instantiation ‘TDereferenceWrapper<T *,PREDICATE_CLASS>’ being compiled
2> with
2>
2> T=UGrammarRuleScriptGraphNode,
2> PREDICATE_CLASS=anonymous-namespace'::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29> 2> ] 2>C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Containers/Array.h(2401): note: see reference to function template instantiation 'void Sort<UGrammarRuleScriptGraphNode,PREDICATE_CLASS>(T **,const int32,const PREDICATE_CLASS &)' being compiled 2> with 2> 2> PREDICATE_CLASS=
anonymous-namespace’::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29>,
2> T=UGrammarRuleScriptGraphNode
2> ]
2>E:\DungeonTest\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Builders\SnapMap\SnapMapDungeonBuilder.cpp(725): note: see reference to function template instantiation ‘void TArray<UGrammarRuleScriptGraphNode *,FDefaultAllocator>::Sort<anonymous-namespace'::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29>>(const PREDICATE_CLASS &)' being compiled 2> with 2> 2> PREDICATE_CLASS=
anonymous-namespace’::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29>
2> ]
2>E:\DungeonTest\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Builders\SnapMap\SnapMapDungeonBuilder.cpp(720): note: see reference to function template instantiation ‘void TArray<UGrammarRuleScriptGraphNode *,FDefaultAllocator>::Sort<anonymous-namespace'::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29>>(const PREDICATE_CLASS &)' being compiled 2> with 2> 2> PREDICATE_CLASS=
anonymous-namespace’::GrowNode::<lambda_5e70c48b025ba0820f91d9d03284bc29>
2> ]
2>
2>Error executing C:\Program Files\Epic Games\UE_4.22\Engine\Build\Windows\cl-filter\cl-filter.exe (tool returned code: 2)
Just trying to figure out what’s going on… anyone had similar?
EDIT: This is VS2019, implicit conversion from T to bool generates an error.
EDIT2: Looks like there are numerous issues with VS2019… trying to modify the theme ground model causes a crash. In the end I just gave up on 2019 and installed 2017… which, so far, appears to work.
4.22 is officially on VS2017 as per the docs . I’ll test it on vs2019 and fix it in the next update
Ali_Akbar
(Ali_Akbar)
December 8, 2019, 5:13am
2623
PatangoWango:
Been playing around with this a bit more, using the GridCustomDungeonBuilder… sadly, it looks like it’s got a few bugs.
I setup two rooms as per the example:
UGridCustomDungeonBuilder::GenerateCustomLayout_Implementation(UGridDungeonConfig* GridConfig)
{
int32 Room1ID;
int32 Room2ID;
RegisterRoom(5, -3, 9, 7, 7, Room1ID);
RegisterRoom(8, -11, 7, 6, 5, Room2ID);
ConnectRooms(Room1ID, Room2ID);
}
… and the corridor that is generated utterly fails to connect them in a somewhat spectacular fashion, though it does put the doors in the correct place
Judging from the responses, I’m guessing bugs aren’t being fixed? Is the plugin even being maintained anymore?
I believe this was fixed a while ago. Could you post your plugin version number and engine version?
Ali_Akbar
(Ali_Akbar)
December 8, 2019, 5:17am
2624
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
AngeIV
(AngeIV)
December 8, 2019, 10:49am
2625
honestly - yes. this implementation would easily allow me to generate buildings.
Ali_Akbar
(Ali_Akbar)
December 10, 2019, 12:30pm
2626
I have the plugin compiled for UE 4.24
I’ll test it on mac and submit an update later today
Ali_Akbar
(Ali_Akbar)
December 10, 2019, 2:13pm
2627
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)
Ali_Akbar
(Ali_Akbar)
December 10, 2019, 3:33pm
2628
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
AngeIV
(AngeIV)
December 10, 2019, 8:17pm
2629
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)
https://i.imgur.com/RljLZHl.png
so they pair up male-male and female-female how Politically Correct thats not what I would expect. good you gave an image for that
Ali_Akbar
(Ali_Akbar)
December 12, 2019, 11:54am
2630
I’ve submitted an update to Epic. It should show up in the launcher in a few days
AngeIV
(AngeIV)
December 21, 2019, 11:24am
2631
does it contain the new flow system for grid?
Ali_Akbar
(Ali_Akbar)
January 4, 2020, 6:04am
2632
That will come in a month or so
Ali_Akbar
(Ali_Akbar)
January 4, 2020, 6:05am
2633
Fix: The collision profile customization in the theme editor’s mesh node properly show up in instanced mesh dungeons
Ali_Akbar
(Ali_Akbar)
January 4, 2020, 6:06am
2634
There’s a cooking issue on 4.24 which doesn’t allow you to make standalone builds. I"m working on fixing it
Ali_Akbar
(Ali_Akbar)
January 4, 2020, 7:23am
2635
I’ve fixed the cooking issue and it should be available in the next update soon
Ali_Akbar
(Ali_Akbar)
January 4, 2020, 8:40am
2636
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
TraceAnima
(TraceAnima)
January 5, 2020, 7:17am
2638
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.
Ali_Akbar
(Ali_Akbar)
January 5, 2020, 8:21am
2639
@TraceAnima This was a bug in DA (and 4.24). I just fixed it and will upload a new update soon
Ali_Akbar
(Ali_Akbar)
January 5, 2020, 9:13am
2640
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)