Dungeon Architect

Just curious, where are you posting it once the upload finishes? Under our account purchases on your site? ^^ (Side note: this looks really neat)

Quick question. If you went into enough depth of the generation process and got good results, could you then randomize so you could walk into the same cave over and over but itā€™s different each time?

@Xizqu could you elaborate?

When a dungeon is created, all the spawned actors are now placed under a dungeon specific folder to avoid cluttering up your scene outliner

Loops are not allowed in the theme graph as it would infinitely keep spawning items in the scene. The theme graph disallows it and displays a helpful message showing how the loop is formed

Added a billboard sprite to the dungeon actor

Instanced Mesh generator now properly supports material override.

I have sets of walls + grounds, each set has itā€™s own ā€˜themeā€™, letā€™s say all of 1 color (i.e. blue theme, red theme, green theme, etc). I want to create each room with a random ā€˜themeā€™ so that the walls/grounds do not mix in different themes in the same room. How can I set this up in the theme graph?

@morbidipus - will probably be able to explain more thoroughly, but it sounds like you may be able to accomplish that by making your own selector blueprint and checking the current room to see which color was already applied.

I just bought it, and will post more after weekend. Looks very promising.

@morbidipus, You can use a selector as n00854180t mentioned. Another approach is to use theme override volumes placed around the rooms. However, ue4 editor doesnā€™t allow us to spawn volumes at runtime from blueprints (I have a workaround for this from C++ and use it in the building demo)

@HInoue Iā€™ll upload a new build by tomorrow

, thank you!! Iā€™ll be looking forward to it; Iā€™ve only had it for a few days and youā€™ve already added so much more neat stuff, I really appreciate the hard work youā€™re investing in this. :slight_smile:

Thinking of purchasing this as it sounds like exactly what I want for my current and future projects - work!
However, I have some questions before I buy it:

1> I will be using it in a blueprint only project, is that a problem?
2> Is there a way to effectively light the ā€˜dungeonā€™ when itā€™s generated? I usually use dynamic only lighting anyway but I canā€™t find any mention on your thread regarding placed lights. How do you handle lighting a level, other than manual placement?
3> Can it include blueprinted entities, such as a room or computer console with a light already added as a component?

Thanks,
Daz

  1. Other than the problem with plugins and packaged projects, it should be fine (not sure if thatā€™s an issue still or not)

  2. You can make the dungeon theme spit out whatever types of stuff you want, including dynamic lights.

  3. Yes indeed! The markers can emit meshes or blueprint actors.

Hi,

So I bought it.
Iā€™m running a Blueprint project so I read the post saying Iā€™d have to create any c++ class and get Visual Studio etc to get it working. I followed the quick start guide and then added the starter content pack. Navigated to the Maps directory and loaded DungeonDesignTime map. It said to find the Dungeon1 entityā€¦but there isnā€™t one.
I swapped to some of the other maps and then back again, still not there. Then I got the errors shown in the picture.

It wasnā€™t clear if I have to do something with Visual Studio, but I pressed ā€˜Buildā€™ anyway and it did a few things.

Can anyone tell me what to do please?

Thanks
Daz

Is this at Marketplace?
The video says Marketplace, but no links given.

@dazuk something is messed up with starter pack for dungeon architect. Instead of finding right folder i created my own theme.

This plugin is very easy to use, after you learn basics of it. Would be great if there was some tutorial showing all its functions.
For eg. it took me whole day to find out how to make rooms in custom not generated dungeons (all i got was always corridors), but then i found out that volume has option to select type of room.

There are still few things i cannot figure out: how to make objects that ocuppy 2 section of wall, or how to exclude corners (or narrow passages) from spawning deco junk.

But anyway this plugin is great. Works well with SCIFI modular set after you fix some pivots and rotations.

Hmm, bug report- trying to generate a dungeon with instanced meshes or with organic on instead of grid crashes unreal for me- 's the crashlog:

Access violation - code c0000005 (first/second not available)

ā€œā€

UE4Editor_Engine!AActor::SetFolderPath() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actoreditor.cpp:689]
UE4Editor_DungeonArchitectRuntime
UE4Editor_DungeonArchitectRuntime
UE4Editor_DungeonArchitectRuntime
UE4Editor_DungeonArchitectRuntime
UE4Editor_Engine!AActor::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:730]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:107]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private icktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async askgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async askgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async askgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async askgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async askgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private icktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private icktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1142]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

@dazuk1978 Iā€™ve uploaded a new build and sent out an email. Also fixed the blueprint error in the starter content. Can you try with the new build?

Iā€™m creating video tutorials. are the first three covering the basics
Plugin Installation
Quick start samples overview
Creating a simple theme file
More videos covering advanced topics coming soon

@ Epic is still reviewing it. It will take a while

@HInoue Thanks for the log. Could you try with the new build?

New build released [1.1.0]
Change log:

  • Added billboard component to the dungeon actor
  • Fixed a crash issue with entering dungeon paint mode when the scene has no dungeon actors
  • In Paint editor mode, the cursor is now hidden when the camera is moved around
  • Added undo support in the dungeon paint mode
  • Fixed an infinite loop error when a cycle is formed in the graph. Cycles are now disallowed by the theme graph editor
  • Refactored the dungeon marker emission API so users can design their own dungeon algorithms within blueprints or C++
  • Added an experimental organic builder that works with landscapes. The layout is carved into the landscape (work in progress)
  • Added a new button in the dungeon actor to modify the dungeon builderā€™s properties (e.g. a user defined BP based dungeon builder can expose customizable parameters, and these can be edited from the dungeon actor)
  • Spawned dungeon items are placed a dungeon specific folder to avoid cluttering up the scene outliner
  • Instanced static mesh generator now properly supports material override
  • Dungeon model is not accessible from blueprints. This lets you loop through the cells and doors from blueprint
  • Added tooltips to the various fields in the dungeon configuration structure
  • Added tooltips to the theme graph node property fields