Dungeon Architect

Super , thank you! The configuration, is this a string?

No I just replicate the DungeonConfig object and rebuild the dungeon on the client, which will guarantee the same dungeon. If there’s a better way of doing it, I’m open to suggestions :slight_smile:

4.14 Compatible version 2.2.1 is available in the website

I’ll test the mac version and send an update the Epic

CHANGELOG
Version 2.2.1

  • Added 4.14 engine compatibility
  • Fixed navigation issues with the snap builder
  • Added a RemoveDuplicateDoors flag in the snap config to remove/retain the adjacent door between two snap modules
  • Use a cleaner engine API to copy the properties of actor templates in the theme graph (for mesh and light nodes)

Hey All,
Just wanted to give you a quick look at some of what I’ve built with the help of DA. In the video, the portal opens when the runtime dungeon has been built. After I go through the portal everything is 100% runtime generated and randomized, even the number of candles lit on the candelabra. I should mention the game is multiplayer and everything I show works very well with multiple players. I’ll skip all the looting and combat to do a quick run through:

watch?v=jTRQZwl2Mw4

DrinkThisPotion, your game is looking really nice :cool: Looking forward to playing it

Submitted a request to Epic to update to 2.2.1

When will Mac builds become available again?

Also What about SnapBuilder run-time generation example?

Mac version is available now in the website. The snap builder runtime example will be available in the next update

Actor Node Customization

Added the ability to customize your actor nodes. Select the actor class you’d like to spawn. Then expand the Actor Template field and customize any field

Knowing this is all working now is like christmas for me, finally can do the stuff i wanted to do 20 years ago :slight_smile:

2.2.1 is live in the marketplace. You can now use it with 4.14 engine version

Perfect!!! I have been waiting for this :slight_smile:

It would be useful if I could add blueprint to the Dungeon Theme Override Volume. Currently I’m having to create a second volume for each room if I need to run script in the volume. Is there a way that this is possible? I tried just ā€˜add blueprint/script’ to an existing theme override volume but I think this changes the type and DA no longer uses the volume after that.

After updating to 4.14 I get loads of warnings saying:
Warning Calling SetStaticMesh on ā€˜/Game/MPTopdownKit/Maps/UEDPIE_0_DA_Runtime_Map.DA_Runtime_Map:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0’ but Mobility is Static.

Thats for all static mesh components DA generates …

Can I do something agains these warnings?

And I had to set my floor mesh to Mobility = Movable to avoid it disappearing (and keep my characters and NPC falling down ;-)).

Do I need to set every actor to ā€œMovableā€, now?

I don’t know how to use this.
The Blueprints I use in the themes actor nodes do not have a setting for ā€œActor Templateā€ … (only Class Template, Probability, Consume On Attach)

Even a newly created actor blueprint with a public variable does not have these options.

Maybe I missunderstood this feature as I thought I could edit settings for blueprints in the theme editor? (like e.g. have a generic AI spawner blueprint - and set the AI to spawn in the theme editor)

I’m using DA 2.2.1 on UE 4.14 by the way.

@DrinkThisPotion I’ll have a look

@Laurentius I’ll look into this

Actor node customization is not part of 2.2.1. It will be available in the next update :slight_smile:

@Laurentius I’ve fixed the bug that was causing runtime dungeons to not spawn meshes. It’s a critical bug and I’ll submit a new version by today

Thanks.

No problem - I’ll download the fixed version from your website.

Ah, and actor customization will come in a future version - I thought I’m blind :wink:

ā€œSpawn Logicā€ Blueprints

Execute custom blueprints on your spawned actors right after they are spawned in to the scene. This gives you more flexibility on customizing the spawned actors. They are attached to the visual nodes (like the selector and transform logics) and executed when the node executes.

Some use cases:

Give random colors to your lights on the scene
Change the attributes of your NPC after they are spawned
Change the material attributes of your actors after they are spawned
and much more

's an example where I change the color of the ground tile randomly with the spawn logic blueprint attached to the ground node


A blueprint to randomly change the color of the lights. Attach it to the light nodes