Dungeon Architect

What about detecting the actual play space in the level?
I mean, I want to use this to stop props from spawning in cells that have walls and/or other meshes in them that can be overlapped due to applying random transforms to them (crates rotated via the Transform logic spawning in a cell next to a wall and therefore starting the level embedded in the wall for instance).

Daz, is this within rooms? If so, try attaching your props to RoomOpenSpace (center of room) and use this transform rule to move the object within the bounds of the room

Iā€™ll post a sample of this with marker emitters tomorrow

A WIP theme Iā€™m building with the Infinity Bladeā€™s fire lands assets. Iā€™m using the marker emitter as shown in #363](Dungeon Architect - Work in Progress - Unreal Engine Forums) to spawn larger rocks further away from the level (so that the smaller details are not lost and it doesnā€™t block doors and smaller rocks near EmptySpace1 markers

http://imgur.com/TF4jvv4m.jpg http://imgur.com/d5Cflrjm.jpg http://imgur.com/RJAfglMm.jpg http://imgur.com/MK4s2Klm.jpg http://imgur.com/DgIWNQ3m.jpg http://imgur.com/A8lQcrHm.jpg

Alternate version (without the caves)

http://imgur.com/kxxYvRXm.jpg http://imgur.com/pejcfRqm.jpg http://imgur.com/W1vdhUGm.jpg http://imgur.com/txgC9tKm.jpg

Thanks so much for this and the Marker Emitter example youā€™re going to do. I will try it as soon as I can get on my computer, in between my day job, looking after my kid and eating and sleeping. I think thereā€™s a gap of about 3 minutes per day.

Cheers!
Daz

Hell Forge

A new theme file for Dungeon Architect using the free Infinity Bladeā€™s Fire lands asset pack. You can use this directly in your games to quickly get started

watch?v=dbDak6J61zw

http://imgur.com/7QdYShPh.jpg
http://imgur.com/AaQdN0rh.jpg
http://imgur.com/XSZQAlTh.jpg
http://imgur.com/GwZKZg0h.jpg
http://imgur.com/XZwkm7Ih.jpg
http://imgur.com/KXyLa2qh.jpg
http://imgur.com/AbjHp2hh.jpg

This is great! I love the new features and themes youā€™ve made :slight_smile:

That new theme file will be alot of fun to use! Great work!

Thank You for truly maintaining this cool plugin. I know you are just one man army and we demand 100ths of different things at once. :smiley:

So no stress from me, I am usually blunt and writing what i think.

Hey,

Thanks for this but I copied it exactly, applied it to the Transform rule for all four of my prop types in RoomOpenSpace and when I press Build Dungeon the objects still can spawn inside walls and each other.
Any ideas mate?
Still loving this, you have made my game possible basically :slight_smile:

Daz

Elven Gardens

A procedural dungeon generated with the free Infinity Bladeā€™s Grass lands asset pack. It showcases some interesting things you can do with marker emitters.

This is the last of the 3 infinity blade themes. Iā€™m excited to see what you creative folks come up with

watch?v=MkYJn2egYys

Editor rebuilding the environment around it when you change the layout

watch?v=qxfqK2djQnY

http://imgur.com/vmw44uwh.jpg
http://imgur.com/DbRhR3Bh.jpg
http://imgur.com/j0mJChdh.jpg
http://imgur.com/GrZzqumh.jpg
http://imgur.com/agQhWpBh.jpg
http://imgur.com/HaNYvPLh.jpg
http://imgur.com/L6cRiBVh.jpg
http://imgur.com/zpwxzEeh.jpg
http://imgur.com/6PdzwIRh.jpg
http://imgur.com/u8K5taah.jpg

Hi.
Well done to do this plugin. Is very good.
But I have one ask, how to enable this multi floor?
I bouth Dungeon Architect at 27/10
My version is 1.1.4 and dont have this configuration or I dont found.
Sorry for my englishā€¦
Thanks

Thank you for the bugfix. OSX now compiles fine. :slight_smile:
The scifi props theme is way too dark (maybe on OSX only)?
What is the best way to change the exposure?
I can set it to log+4 in edit mode, but that wonā€™t do anything in play mode.

Loading the DeathMapMatch is giving me a Blueprint compiler error. (latest version)

One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
DA_DeathMatchMap

Hi,

Great plugin.

I read that it can build dungeons at runtime and place items and NPCs, does this include enemies with working AI?

Yes it can place enemies with working AI. It can drop in level anything you can close in single blueprint. So basically anything you can spawn from blueprints.
It also can drop blueprints like pickups or point of interest for AI. However I am not sure if you can for eg. place custom spawn volumes created in C++.

So itā€™s possible to create a game like The binding of Isaac with random dungeons?

Hey, . Your program is great, but it uses a lot of ram because things are always built at runtime. Is there any way to build something, then save it as an inactive completed and merged object? Iā€™m not really seeing a way to do it, and being able to convert it would really save effort - and make it work better with your city builder, I suspect.

Warcabbit, could you elaborate on type of optimization you have in mind?

You can build the level at design time and the editor should cook your content like it normally does with other maps

@rotwang is correct, you can place NPCs or any other actors in the map. is an example of an empty map where the level is generated on BeginPlay event with other gameplay stuff (NPCs, Spawn Points, Pickups etc)

The NPCs are aware of the generated map and move around shooting other players

https:///watch?v=3FRKIT-haX8