Hello, I just started using this today for the first time and I’m running into some issues.
I get the feeling its related to the same issues the poster above has.
First, It seems some of the object properties of static objects don’t apply when you regenerate a dungeon on a map.
In particular, I’m testing this out with a supergrid prototype and I’m unable to create a mesh doorway I can pass through.
The collision seems to be stuck at default.
[EDIT] I found I can work around this by just using a blueprint that is just a static mesh inside. If this was supposed to be an interactive door, I would probably need a blueprint anyway.
the only thing thats odd is the static mesh must live under the scene root (it cannot be the scene root) or else you lose the transform you give it entirely. my cube thats been scaled to look like a door will show as a cube again. I dont know what having extra scene roots everywhere does for performance. [/edit]
I also tried to set some static lights into the scene and ran into some additional strange behavior.
In this screenshot. i deleted the generated dungeon and built it again. the light was in the wrong orientation.
it only worked when I clicked build 2x in a row.
[EDIT] also tried putting a static spotlight under a scene root in a blueprint and this fixes the issue. but again, also not sure what performance impact this has.
If the light is the scene root, you get the same orientation behavior as before. [/edit]
Overall, I love the potential of this plugin. I think its pretty . It seems this plugin has been around for a few years, so I Imagine these are new issues to the latest version or perhaps just UE4.24 which I’m using.
Also, I have a question about usage.
Below I made a simple manual dungeon with 2 volumes. and no matter what i do, it wants to connect them with a right angle.
Is there any way to have it generate a more diagonal like path?
[Edit] Digging into this further, I think I need to write my own builder maybe with a different strategy. Thankfully the source for the grid builder seems to come with the plugin, so I can carefully study the 3000+ lines of code to learn how to best approach this. [/Edit]
[Edit 2] request for next release: Can you make UGridDungeonBuilder::GetDungeonOffset() a part of the base class and a public blueprintable function? This can be useful.
I was trying to find a way to get the dungeon object position out of the builder (after learning the hard way you need to cast it to a grid builder to get more stuff out of it) to create an Origin marker as a reference point. The function exists, but is inaccessible.
Many thanks for the plugin.
Looking forward to diving in deeper soon!