Hey I’m trying to implement custom marker emitters like in your example but for some reason the theme file is not picking up the custom marker, any thoughts on why this is happening?
EDIT: I got this to work, missed a field where I had to put the marker emitter in.
In the theme file, you can register your emitter blueprint by going to the 3d preview viewport > properties > dungeon > marker emitters. The preview will then pick up the markers you define in the bp
People who have sold in the marketplace, how many promo codes do you get for your product? or are the codes limited and released in a monthly basis? If that’s not possible, I’ll see if I can work something out with Epic
Although if you keep up the frequency of updates you have, even after it’s on the marketplace some people may prefer your website; I’ve heard of cases where even once a product is on the marketplace, it takes 2-3 weeks between devs pushing an update, and that update getting uploaded to the marketplace.
Added random stream parameter to selector logic and transform logic blueprints. You should try to use this stream if you want consistent levels everytime you generate it (e.g. in a multiplayer game)
Improved randomness in the builder algorithm by removing repeated reinitializations on the random stream. (Warning: If you already had a dungeon built with the previous version, it will now change the layout when you rebuild, due to the change in how randomness is handled moving forward)
Disabled threading on the builder as the layout generator is not a bottle neck but was causing issues running blueprints in a different thread. This fixes lot of stability issues. The layout is now built on the main game thread and the meshes are spawned over multiple frames as before
Added helper functions get query the room spatial dimentions. These are useful when desiging your custom marker emitters blueprints
Added variable lane width customization in the dungeon builder config. Previously, this was hardcoded to 2.
Fixed a dungeon building bug in the theme browser’s preview port where the dungeon layout was not built accurately as per the config
Version 1.1.5
Fixed a dungeon selection bug in the editor paint mode. Users can now switch to a different dungeon to paint on by clicking on the dungeon actor in the world outliner
Added a docs folder with user guide, video tutorials and quick start sample pages
Quick Start Sample Updates:
Added Hell Forge theme (Infinity Blade Fire Assets)
I swear. Apparently the actual problem is ‘if I try to do more than two levels in the multilevel, the computer runs out of RAM.’ Very ram-hungry, even on low textures.
Note: 1.14, updating to 1.2.0
Are you using the content provided by or your own?
I am using this successfully on a machine with 8GB of RAM using 's content and the Ultimate Greyboxing Kit. So this could be to do with the assets you are using.
Is there a method I can call to randomize the seed within blueprint? I see that Build Dungeon and Destroy Dungeon are both exposed, but I’m trying to figure out how to build a new dungeon with a keypress.
When you create the “Set Members” node by pulling it out of the Config pin, it won’t have the Seed pin. You need to go to details and select the members you would like to set.
The building demo has been pending for quite sometime and I’ll get to it soon. I have to finalize a few things in it:
Connecting the floors together with stairs and lifts
Investigate the memory issue reported by Warcabbit
Better alternatives for runtime volume spawning. Since the engine does not allow me to spawn volumes at runtime (for platform, negation, theme override), this causes a limitation for more advanced stuff like this. I overcome this with a workaround, which works from C++. I have a better alternative in mind, which would allow you to spawn actors at runtime that work like volumes from your blueprints. More on this later