Dungeon Architect

Hi,
I’ve found that when I package my project all my snap doors disappear!
I’ve tried substituting the meshes and materials that I’m using for the doors to try and troubleshoot the issue but unfortunately it doesn’t make any difference.

Everything looks and functions as it should inside the editor, but when I start up the packaged project I’ve got no doors :(!

@enquel Multiple doors next to each other is a bug that I’ll work on fixing

Past few days I’ve been working on adding the Gizmo widget in the theme editor’s 3D viewport so you can specify the offset transform from the viewport itself rather than manually entering values in the detail window’s Transform section.

However I’m facing issues and I’ll have that for a later update.

I’m working on finalising the floor plan builder. There are some things pending (e.g. buildings with arbitrary rotation and location, rotated volumes etc)

Buildings can be placed anywhere on the map with arbitrary location and rotation (based on the transform of the dungeon actor)

Hi, great to hear! Could you also add an implicit/explicit condition to the builder to account for a minimum corridor length?

Best!

You can control the width of the corridor (LaneWidth config param) but the length of the corridor is based on the separation of the rooms, which happens using a separation simulation and is not straight forward to add this constraint to it

I’ve added an important check in the snap builder that connects a module to another module only if the doors are from the same asset

So you can have an door asset for your rivers and another door asset for your roads. It will properly connect the rivers and roads with other corresponding modules. It doesn’t produce a NxN grid of modules, although that could be a useful feature

Added this theme to the quick start guide. Also added the isaac sample

Changing the builder type in the Theme editor now automatically creates all the necessary markers expected by that builder in the graph editor.

Also, in the theme editor, the dungeon properties are shown by default when nothing is selected. This makes the important dungeon properties more visible and easily accessible

Hm. Is there some way to identify the ‘outside wall’ there? I may want fake windows in the outside wall, so people don’t see the empty rest-of-map, while having windows into other rooms inside, for instanced maps.

For which builder is this? If it is the grid builder, you can use the 1x2 constraint to find this on the wall / fence. I’ll post a demo for it soon

@goyo666 Sorry, I missed to see your post. I’ll have a look

Edit: typo

I can reproduce the issue. Looks like it is due to the actor movability flag

I’ve fixed the issue. I’ll upload a new build soon

Version 2.1.2

Uploaded a new version. Change log

  • Theme editor now shows the dungeon properties by default if nothing is selected
  • The default marker for the selected builder are automatically created in the theme editor when the builder type is changed from the properties window
  • The snap builder connects modules together based on matching door assets.
  • Floor plan buildings can be created anywhere on the map, based on the dungeon actor’s transform (arbitrary volumes are not working yet)
  • Ported all the quick start samples to version 2.x
  • Fixed runtime generation issues with the snap builder dungeon due to mesh mobility
  • Created a new Quick Start guide in the new documentation platform
  • Fixed breaking changes in C++ under OSX
  • Fixed a bug in the cell comparison function of the grid builder
  • Fixed all header compile errors in C++ if compiled without Unity build flag set to false in the build configuration
  • Removed the save dialog location prompt while upgrading a version 1 theme file. The upgraded file is created in the same directory with a “_v2” prefix

Hey is version 2 suppose to work with UE 4.12.5 by default or is that still pending…made a new project under 2.1.1 and got some permission errors when i attempted to rebuild in visual studio

@BlackCrackerStudios it should work with 4.12.5 as I’ve compiled with it. I’ll have a look

Added the name of the door asset used to create the snap door to differentiate between different door types

Edit: img

Level created using the snap builder

Polished the snap builder and fixed a few bugs with some door connections

You can now specify the start / end modules on your snap dungeons

Multiple start / end modules can be provided and it would pick a random one