Thanks a lot for having a look at my suggestions, and thanks even more for your incredible work on DA evolution, i can’t wait to play with the GridFlow and integrate it in my game
By the way, the Simple City Builder might be “simple” in the way it seems to work with rectangle and can’t produce organic cities, but it is nevertheless very powerfull already and i get wonderful results with it
I’m always excited when there are cool updates to SnapMapBuilder, but any time I try to do anything for real the builder seems to always fail. I even built some extremely simple rooms using the protomeshes, and start with the simplest dungeon flow rule that goes like: Spawn → Room and it’ll spawn 2 rooms. I’ve made sure my Module DB is updated, played with the Collision Test Contraction, even if i try it to just do one more room beyond this, it breaks. Sometimes I’ll feel I’m off to a good start and a whole dungeon flow will build but then it all will just stop working and I can’t figure it out. I’m using 2.14.2 on engine version 4.22.3 - this has been a problem for me since the early days of snapmap however and I don’t feel like I’m doing anything inherently wrong or missing any steps… can someone please help?!
I’ve added rotation constraint to the snap map module. This will not cause your modules to rotate while stitching them together. (@rctorres this should also fix you issue you posted above)
's a level generated using the normal rotation support (arrows show they were rotated)
No rotation constraint added. The modules do not rotate and will stitched together only by moving them around. these are great for isometric games (like diablo) or platformers or anything that requires a certain viewing angle
Level streamer has an event to notify when the initial chunks around the player have been loaded. This is useful in the snap builder where you want to spawn the player after the initial rooms around the spawn room has loaded
When I am in the D_Candy_v2 theme I go to DOOR static mesh and click on TAGS under MESH DETAILS. When I put a tag in and click save and then reseed the dungeon that tag is not listed on the door (from the world outliner StaticMeshActorXXXX details). Am I doing something wrong? Thanks.
UPDATE: I destroyed the dungeon and recreated and the TAGS are there correctly. Reseeding didn’t do the trick.
New: Negation Volume support in SnapMap builder. This allows you to build your dungeons constrained inside a certain area, or avoid building it at certain areas
New: Launch Pad Sample - Multiplayer enabled SnapMap dungeons
New: Launch Pad Sample - Build SnapMap dungeons constrainted inside a certain area (using Negation Volumes with Reverse flag)
New: Launch Pad Sample - Build SnapMap dungeons while avoiding certain area (using Negation Volumes)
Fix: Fixed a crash issue when dungeons were built at runtime with landscape modifiers
Hello,
thank you for the great plugin. It is the most powerful dungeon creation tool in the market and works amazing.
Except for some few things.
In my case I am having trouble getting the spacial constraint to work.
I am using the *gridFlowBuilder *and wanted to smooth corners.
In the screenshot you see my settings and the result - none.
When the checkbox *use spatial constraint *is unchecked, the model is visible.
No matter, what combination of *ignore/occupied/empty *I used, it shows no effect.
2/ Dungeon relocation ?
I’m trying to relocate the dungeon with SetActorLocation but it snaps at locations that look like the size of the grid cell.
So for example if my grid size is 400x400x200, i can only relocate with a precision of 4x4x2 meters.
The dungeon stays in place when z is between 0 and 199, and it jumps 2 m when z = 200.
I saw there’s a variable named BuildPriorityLocation but redefining it before rebuilding the dungeon didn’t have any visible effect.
I need to relocate the dungeon precisely so i can blend it nicely in a landscape.
Any idea of how i can do it ?