Hello, !
There’s a bug that sometimes SnapMap doesn’t insert doors between levels.
Hello, !
Any to restrict level repetition in SnapMap Builder? I want to build every room in dataset only once, but it seems that some of the rooms are built 2 or more times.
Looks really good, amazing . . . <3
Thanks, very helpful, the new Grid Flow Theme is sick!
I wonder if this is the Dungeon Artitech they talked about in the article… If so, grats! City of Titans previews its UE4 engine upgrade and dungeon architect tool | Massively Overpowered
teak
Hello !
I have a look in the documentation but could not find the answer.
In snap mode builder, when you see making premade rooms, is there any ways to say for example that a specific room has like 10% of spawning?
Or do all the room modules has an equal of doing so?
Also, can you bake lighting in the room modules ?
Thanks !
Hello !
Does anyone knows if this plugin is still maintained by its creator ?
Thanks !
I’m sure it is, he updated it last month.
Hello,
Following my previous post on that matter, i can confirm there is a problem with the Z component on painted cells.
's another try with props: on the right procedural cells (props are correctly placed on the ground), and on the left painted cells (props are flying in the air):
Regards
Looking for any ideas - I have a project - C++ - and it used to compile just fine, I know it compiled a few times with DA installed but now for some reason I am getting
Severity Code Description Project File Line Suppression State
Error Expecting to find a type to be declared in a module rules named ‘DungeonArchitectRuntime’ in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool. DungeonHacker E:\VideoGameProjects\DungeonHacker\Intermediate\ProjectFiles\UnrealBuildTool 1
I can disable the plug in and it compiles fine, but if I enable and try to compile I get the error - so weird because I know it was working…
This is the latest engine version too 4.25.2 - and Dungeon Architect 4.25.0
Any ideas as to where to look? - Oh and I’ve already done the standard deleting of the vs, intermediate, binaries, folders and such and regenerated the visual studio code (several times actually)
Thanks for any ideas
I had this issue as well, it’s for all plugins for code projects for 4.25.2.
's the fix so you can continue!
https://forums.unrealengine.com/unre…22#post1792437
Ahh perfect - thanks a ton!
I’m considering buying Dungeon Architect but I’d like to know one thing: I’m interested in using the Snap Map builder to build maps, but I was wondering, is there any way to pass in a variable to dictate the number of rooms spawned at a given step in the Dungeon Flow Generator? For example, I want to make a game where the number of rooms per level scales with the level that the player is at. If the player is on level 2, then 3 rooms would be generated, and if the player is on level 3, then 4 rooms would be generated. Would anyone know if DA would implement this, and if so, how? Thanks!
hey there
i am relatively new to unreal so excuse my noob question haha
I have created a level that procedually generates a map from start and than places the player on the player start that it generates with it. works all fine so far BUT when i start the level from the menu it kind of places me at 0/0/0 … how do i do it that it searches for the player start and than places the player there after it generated the dungeon? or would i need simple delay player spawning? whats the best way to do it?
thanks already for helping
watch?v=CI8flHPwT7Y
Long story short - you should use GAME MODE to delay spawn of characters, not sooner than the dungeon finished build! Even a fixed value of few seconds. As standard game mode tries to spawn characters at frame 0 - where you dungeon start points probably doesn’t exist, or by using a menu system you overwrite the game mode and logic for spawning.
In this tutorial, I explain how to delay spawn (it works for single-player too!) and how to control session life. There is an example project as well to use parts of my code as you see fit!
I’m getting infinite loop bugs with the GridBuilder on 4.25.2.
I’m doing more tests to try and identify the cause, it seems to be Room Aspect Delta. The issue happens very frequently when the value is set to 0.8
I have to kill the editor process because the editor stops responding. In the tooltip description, it’s said that a value of 1 will make stretched rooms, so I assume it was perfectly safe to use in the past…
I am able to repro this with the default settings and Room Aspect Delta:** 0.8**
There’s another thing I noticed, I’m getting a lot of stairs against fences and walls when experimenting. Is there other settings other than “Stairs Connection Tolerance” that will dictate stairs placement? I’m not sure why it’s happening but this issue is very frequent in my experience.
EDIT: Same issue as this guy from 2017:
https://forums.unrealengine.com/community/work-in-progress/38674-dungeon-architect/page117#post998557
Was this ever addressed?
***Get Random Cell ***doesn’t include room tiles. Is there a way to get an even distribution across every dungeon tiles from the Querry system?
This is from 1000 samples:
it doesn’t include room TILES… it include ROOM as an object. And from a room reference you can get extend of the room and array of cells.
Yes, that much is obvious.
The probability still isn’t even using Get Random Cell, depending on the Room / Corridor tile ratio. I guess you’d have to get allunique* tiles *in a Vector 3 array and reference that instead if you want something even. I’m using find random point from navigable navmesh instead. Easiest workaround and the distribution is very even across the entire dungeon. If I read the doc correctly, it’s also possible to get the nearest tile from a location so that’s solved.
Since is no longer active, Have you had experiences with stairs facing fences and walls? I can probably hack it, but ideally the core issue should be fixed in code.
https://forums.unrealengine.com/comm…881#post998881
I also have the same experience. Using Stairs Connection Tolerance, the problem is only less frequent.
Use spatial constraint? Making sure that stairs spawn only if there is a floor tile in front of it?