@Alexarg Thank you!
@DrFrancky Could you specify which map and theme file you are having an issue with. Also there are certain asset dependencies you need to install (e.g. infinity blade assets) before opening a map as mentioned in the quick start guide
Fixed 4.13 breaking changes.
Also added the new Preview Settings feature included in the engine.
The theme editor has a new Preview Settings tab (just like in the mesh preview editor) and you can reuse your saved preview profiles
All maps. And i have all free content from the market included in the project.
When i open any theme the mesh actor is there but it’s empty. The static meshes are missing.
Congrats! I’ll be buying it on the marketplace next week then!
By the way, do you have any plans on implementing that feature? Being able to create a NxN grid of modules. It’d be extremely useful for what I need to do.
Thanks!
Is there a Release for 4.13? Xd Or we waiting? Just asking. XD Also, you should see what your system helped me create <.< ITs … Your … <3 keep up the good work.
EDIT:::::
, why dont you make a Slack Channel? And is it ok to make Tutorials using DA for more advanced stuff?
Just double checking but I assume we won’t be able to ‘swap’ to marketplace version? I guess I could buy again - its really good
Every map that I open. Only Candy theme have the static meshes. The rest themes are empty.
There needs to be some meaningful pattern in the generated NxN grid. What are the ones you use?
@ Thanks, I would love to see what you create.
2.1.6 is available for Mac (with 4.13 support) I’m downloading 4.13 on windows and will be available soon
At the moment I don’t have any plans. I might buy the marketplace keys from Epic (with their 30% cut), or I have something else in mind. I’ll let you know next month
These are 2D views as examples, but we’ll do it with 2D and 3D. The first is a 3x3 map with roads and rivers that should be connected, and the second picture is a 3x4 map with roads, rivers and forests. The maps of course would be randomly generated using and rotating several different modules and tile sets all the way from 1x1 to 10x10 and anything in between, not only 1:1 ratio. Was that what you were referring to or did I misunderstand the question?
http://dungeonchannel.com/wp-content/uploads/2014/07/River_feat.jpg
http://dungeonchannel.com/wp-content/uploads/2014/07/Bandit-Hideout_feat.jpg
Thank you!
@DrFrancky I tried in a fresh 4.12 project with the 2.x content and I cannot reproduce your issue
Please make sure the plugin is installed properly (Edit > Plugins)
This is how my content directory structure looks like:
Try to open this map (DA_StarterPack/Maps/DugeonDesignTime), select the Dungeon actor and click build. If you still face issues, please post screens
Version 2.1.6
A new version is available for download (Windows & Mac). It supports 4.13
Change log
Version 2.1.6
- Added 4.13 engine compatability
- Added a preview settings tab in the theme editor to support the engine’s new advanced viewport preview feature introduced in 4.13
On a empty project everything is fine. When I add the starter content to my existing project it does not work. I tried several times. Will dig into this later.
How do we do this in Grid Build ?
is some strange thing:
When I use marker emitter to insert AI Controlled Character they get distorted as seen in this picture:
Somehow the scale values gets overwritten by other meshes values.
The marker inherits the transform from the parent nodes. So contents of OnTheGround marker would inherit the scale you specified in one of the mesh nodes you emit it from. If you don’t want it to inherit, create an empty mesh node and attach it to the ground marker. Make sure it is the left most so it executes first. Uncheck “consume in attach” so it comtinues executing your other nodes after it processes this empty node. then emit your OnTheGround marker from instead of the other nodes.
It’s me … again
400 cell random dungeon. The level blueprint for generating and player positioning is as per example in starter content.
My character started in a no escape corridor. See the video.
[video][/video]
This is a bug and it should not happen. I’ll fix it
@DrFrancky I’ve fixed the bug in the algorithm. In some cases it was creating isolated corridors and it should not happen now. Every cell will now be accessible to the main dungeon network