Dungeon Architect

Got this on the Unreal Marketplace a few days ago. Already gave you 5 stars. Amazing work. Totally worth 99 bucks! I’m planning on doing a lot with the snap builder. So I would love to see more documentation and a walk through video. The other thing I could see a lot of buyers getting use out of is a bit more information on selection logic overrides. You have a handful in the package, but I would like to see more. Honestly, it would be great if you added a few common functions that might get a lot of use. That way people don’t have to do it themselves. For example, I want to get the cells infront of the doors and stairs so I can make sure nothing gets put there and they are clear of obstructions. Stuff like that would help out.

Thanks for everything so far!

SethPDA, I’ll post a new build today with 4.12 & 4.13

@DrFrancky, I’ll add a sprite to the actor

@DrFrancky, Thanks for the vid. I’ll have a look

@GameMaster79 Thank you! I’ll create video tutorials and update the docs on the snap builder soon. Having a library of reusable rules in the quick start samples makes sense. I’ll add them

Fixed a bug with stairs while removing redundant doors

If a redundant door is removed, any stairs connected to it are also removed

Added destructible mesh support. You have a new node in the theme graph

I’m working on a deathmatch demo. It uses the free infinity blade assets so you don’t have to buy anything. It also showcases the new destructive mesh support in DA

watch?v=VZIIEQoMp7o

I need to test a few more things. I’ll publish a new build tomorrow

Does it mean player/AI can break through walls now ? (assuming there are specific destructible walls)

Never mind, just saw the video - cool stuff !!! :o

It seems that way from the demo game I’m making. You need to change the project settings to have runtime navigation (instead of static) so the navigation is automatically rebuilt when the wall is destroyed

Hell yes! :smiley:

Added multiplayer support to the deathmatch sample. It shows you how the server sets the seed value and replicates it to the client. The client builds the same dungeon using the seed when it logs in

Hosted a public issue tracker for DA

You can post your issues there, or in the forums (and I’ll create one there)

You can try out the death match multiplayer demo

Follow the installation instructions in this readme:

Updated the quickstart guide with the death match demo

New build available in my website

Version 2.1.9

  • Added a new Destructible Mesh node in the theme graph
  • Updated the quickstart guide with a new DeathMatch multiplayer demo
  • Major improvements to the snap builder algorithm
  • Fixed a stair issue where stairs attached to redundant doors were not removed along with the doors
  • Snap builder dungeons are created relative to the dungeon actor’s transformation instead of starting from origin
  • The Door editor hides the Static Mesh field when blueprint type is selected from the drop down list
  • Added a sprite to the SnapModuleInfo actor for better usability

(Mac version coming soon)

After the last 2.1.9 update I have several END ROOMS in Snap Build. What is the idea behind end rooms ? To be end rooms of all branches or to be end room of the level ?

If you have the UE4 Marketplace build, how do you get updates? Will you wait and do one big update on the marketplace or can we get any updates through some other means?

Also, can someone explain how to use the spatial constraints I was looking at the outdoor sample and trying to apply it to the grasslands demo and I can’t seem to get the corners to line up right. I’m pretty new to Dungeon Architect, sorry if this has been explained elsewhere.

, I am getting duplicate Wallhalfs in mapcheck from all the dungeons I am playing with. I made a simple project just to isolate. Just plugged into WallHalf to keep simple and built the dungeon and ran Map check. It is creating exact duplicates of some of the walls. are screenshots:





is 2.1.9 working at all for you? when I hit build all I get is a Dungeon items folder appears in the world outliner but it is empty and hidden. it seems totally broken for me in 4.13