[USER=“28980”][/USER] Hey. I have a problem with the streaming levels option for Snap Map Dungeon Builder. Each time a map loads and unloads there is a noticable lag spike. (Fps goes from 100 to 20 for a few frames) creating jerky motion when going from room to room. I have done some profiling and the problems seems to come from StreamingLevel.Load and StreamingLevel.Unload. Any tips on how to mitigate this problem? The modules are quite simple, with just a few static meshes and no lights or effects. Maybe the plugin could stream in each level over a few frames instead of all-in-one frame? Is navigation build on the same frame as the level is streamed in, or could it ble loaded during the next few frames? Any hints appreciated.
[USER=“28980”][/USER], Hi. I’m like the FloorPlan builder to build a corridor like blocked out dungeon. However, I’m also needing a few dedicate rooms to spawn special player, enemy and treasure spawns. The benefit of the flow is that I can have some control of the connection spaces and generation distance from the start and goal points. Is there a way to some how blend the two, or get the flow builder to get a similar feel to FloorPlan that would be fantastic.
I’m trying to create a smaller more arcade like quick randomization maps rather than larger explore style dungeons.
@jayderyu floor planner is the least developed one. Use the grid dungeon for this. if you want it to be in some confined space - use the new flow grid planner.
@AngeIV , thank you for the suggestion. I’ve tried tinkering with the Gridflow planner. Which I like having the control over in regards to the connections. I’m having some difficulties though. I can’t seem to tinker it quit right to get a more corridor with rooms feels, rather than a grid of rooms with a rare corridor. I’ve provided a pic to sample out.
The left is the direction I’m more aiming for, where as the right is what the grid flow is producing, but I’m not aiming for. Any thoughts to get the grid flow generate a style more similar to the left rather than block rooms of the right.
hey there,
is there a tutorial somewhere on how to integrate the minimap? struggle a bit to integrate that. tried to copy the code from the example project but at some point i must have done something wrong haha.
if there is i would be glad to see it
Hi, please join our discord channel, you’ll find the invite link in the launchpad. We have an active community (1.2k+ users), you can chat with the devs and the community for better support
Using Unreal 4.26, I created a 3rd person template, dragged a dungeon builder actor into the scene, and tried a bunch of differen themes with otherwise default settings.
(Except I have a dungeon negation volume around the 3rd person template sample floor)
When I use the D_ToonLand template, it comes out looking like this. Are the gaps between floor tiles intentional?
@jwatte the theme and default dungeon use different tile sizes. make sure to match tile size in the settings option of the dungeon to the one in theme visualization settings. judging blindly I would say the theme uses tiles 300x300x300 and the default theme is I think 400x400x100.
Also, you should add “marker spawner” “adjacent cells” to the dungeon actor in the world to make those hills.
Got an answer in the Discord – the theme contains the art assets, but doesn’t set the grid size, so the default grid size may not match the art of a particular theme. I need to adjust the grid size of my dungeon to match the art to make this go away.
Can i lock the main path goal in the grid?
Hi all, this plugin looks A-MA-ZING ! But I’m trying to grasp the possibilities, which are already enormous…
I’d like to generate small cities, but with houses where the player can enter, and have runtime generated interiors as welll
Looking into the documentation, I see ‘builder templates’, like ‘city builder’ for simple cities and ‘floor planner’ ideal for interiors…
Is it possible is it to combine these 2? Like, to generate a small city, in which the interior of buildings are also generated, yet within the bounds of the building, as set from the city builder?
I’m not (yet) asking how, just a simple yes/no it’s possible/impossible will do fine for now😋