[MENTION=3956]James Barnette[/MENTION]
Edit: Runtime works in PIE. Has issues in standalone build. I’ll check it out
[MENTION=3956]James Barnette[/MENTION]
Edit: Runtime works in PIE. Has issues in standalone build. I’ll check it out
I tried another approach, where after streaming in the (temporary cloned) module map, I move all the actors to the main persistent level and then destroy the streamed in cloned module level. This way it does not leave any intermediate files. I also deal with foliage (they need to be copied over to the main level’s foliage actor, which can be only one per level). I need to keep track of all the foliage that was added by the dungeon, so it removes only those instances while destroying the dungeon
Well as I said I have decided to roll back to 2.1.10 till all of this gets sorted out. I just need to know how to build the dungeon on level load in the level blueprint the example given is for the GridBuilder and doesn’t seem to apply. If someone can tell me how to get the SnapBuilder to to build as the first thing when the level loads. as I stated whatever the new method is in the Betas. the level builds quick in the editor but the performance is Horrible. I go from a steady 45-60fpd in 2.1.10. Same level in the latest Beta is like 2-5fps
Still nothing for me and I responded on the 18th…but i also havent opened unreal in awhile so maybe it needs to be open to register itself, for some reason.
It is cool I’m in now hurry. Right now I need the constant updates of the direct purchased version. So I think I know the source of the performance loss and it may be dependent on my game assets and the BrokenSnapDoor. Basically it is not changing states and is not culling unused doors so since my door has Lights and particles on it they are all getting doubled.
I haven’t gotten it yet either and I’m pretty sure I signed up the same day posted about it. I’m guessing they add us by hand so it might take a while to go through all of us?
just realized dungeaon architect is in my vault now
thanks and EPIC
Past two days I’ve been experimenting with an alternative to the snap build process where the contents of the intermediate levels are streamed in, then they are moved to the main persistent level and the intermediate level is deleted. (to avoid creation of lots of streamed in levels). However in some cases it crashes the engine due to some tick errors in another thread and we cannot have that.
The world composition method (with intermediate level files) works fine and I’ll work on finalizing that
I got snap dungeon crashing on me
Can this be used to procedurally place foliage, rocks, branches, and other natural assets?
Our project doesn’t need any dungeons. Just would like to have such natural elements randomly placed when a player starts a level. The map size would be 1km x 1km.
I fixed the issues with the Snap builder and I’ll have a new build soon
@ DA is not suitable for this. Will this help? Procedural Foliage Tool
https://.unrealengine.com/marketplace/dungeon-architect
Thank you everyone for making it happen
Created a Discord server for DA if you have any questions
Created a new type of volume to replace markers:
You can use this to manually add/remove doors and more
watch?v=_BZroZfg1ZM
@Ratamorph
Thanks for the info [MENTION=28980][/MENTION], that’ exactly what I need, I can’t seem to find that volume type in my version, I got the latest version from the marketplace. Is this an upcoming feature or something wrong with my installation?
It will be available in the upcoming version
Discord invitation has expired
Has anyone attempted to use this great looking tool with the Modular Neighborhood pack? Any issues before I pick up Dungeon Architect?
@fender21 as long as you have these static meshes to be placed on the map to create dungeon-like maps, it should work in a snap. While i have never tested this combination of the assets, the dungeon architect examples should give a decent impression and promise that most of the modular asset packs should be compatible with the plugin with very little to no efforts. You just configure it up and done.
The real challenge in your case would be to actually get a rather sophisticated map (this entire neighborhood area) to be proc built like the one on the Modular Neighborhood videos you have seen. But if you just want to create house interiors or some smaller parts only, that might just be possible right away, tho it will require work on your part to actually get the right item placement rules to be created (eg various kitchen templates etc).
This city builder also appears to be a promising feature of the dungeon builder, tho i’m not sure if there’s any example regarding the usage.