@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
“Spawn Logic” 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
Version 2.3.0
Available on the website (Win64). I’ll test on Mac and submit to Epic
Change log
- Fixed a critical bug with runtime dungeons not spawning meshes properly
- Actor Nodes are now customizable. Blueprints or actors spawned by the Actor node can have any of their properties customized from the theme editor
- Added Spawn Logic Blueprints, which are attached to the visual nodes and get executed when the actor is spawned on the scene, giving more control on the customization of the spawned actor
- Display a “Work In Progress” warning message in the Dungeon actor’s details window if an experimental builder is selected
- Added Documentation entries for Dungeon Architect in the editor’s Help menu. The quick start guide, user guide and video tutorials can be launched from there
!!! From this type of blueprint can I do things like ‘get all actors of class’ or ‘spawn actor?’ – there are times when it might be useful to be able to do things like that at some point during the dungeon’s construction - mostly to be able to spawn things while using the dungeon query system. Not really that critical as there are other ways you’ve built for doing it, but might be nice.
Quick question, in the Query system - if I get cells of type room, will each room in the returned array represent a distinct / unique room in the dungeon? I am asking because I created a list of ‘taken’ rooms and a function to select a room which is not taken. But sometimes even though I have selected a room in a different index in the array the room appears to be on top of the other room in the dungeon. This is not expected. Any ideas why?
You should be able to do that, however this method is more suited for a more low level customisation of individual objects. Also for spawning actors, DA needs to know about it so it can delete it when the dungeon is destroyed / rebuilt. I’ll provide a registration function for it
It should return unique ids. Your attachment is not showing up. Could you upload again?
Submitted 2.3.0 to Epic for review
Both windows and mac version of 2.3.0 are available in the website
I guess this works for walls too? And bought the package today, made a quick video with my current state AI Very easy, robust, and fast, actually surprised how fast this was to accomplish. LEGENDS of EPICA - A Saga Role Playing Game - Game Development - Epic Developer Community Forums
@unit23 The actor node can be attached to any marker. You can for e.g. mount turrets on your walls to create a tower defence like game and have the turret blueprint customised
And thank you for using DA Your game is looking nice. Looking forward to the progress
@
Hey man I would like to request a feature. DA Nav-mesh-volume. Would be nice to have one that auto sized to encompass the built dungeon automatically. Do to the random nature it is often difficult to guess how big it need to be and often you have to make it so big that can cause issues. Often times most of the Volume end up empty. Anyway Thanks.
Hey James, check this post. It has an example to do just that
watch?v=_kmQIsCVJac
Hi.
Using DA 2.3.0 and Unreal 4.14 I have the problem that my actor spawn blueprint does always spawn the actor (e.g. AI actor) at origin location (0,0,0). The actor is spawned during the begin play event of the actor spawn blueprint.
I did not have this problem using DA 2.2.x.
This problem only occurrs when using a runtime (gridbuilder) dungeon. The same dungeon using a build DA dungeon without creation at runtime works perfectly.
@:
I think in the snap builder There is a redundancy in that we have in the SnapModuleInfo node, a Boolean on weather something can be an “end node”. Then in The Dungeon-node in build map we have a list of the Modules that we want to be “end nodes”. I dont think it is necessary to define it in both places do you? I think we can remove it from the SnapModuleNode nodes and just control it in a single place, being the list in the Dungeon Node.
Honestly Think most of the info in the SnapModuleInfo node is not redundant since you are defining most of it in the Dungeon Node now.
Does 2.3.0 have a snap build at runtime yet?
@ the 2.3.0 snap builder seems to work pretty great except one bug that I’m seeing. It is not putting the End room on. No matter what room I put as the End room it never adds it. It seems that any room that I try to set as an end room either for branch or as the main end room it refuses to use them. instead it uses one of the rooms from the main list and caps it off. in all of my main rooms I have “can be end” checked in the info node.
I have tried using each of these rooms in the start position and they all work fine it is only in the End and Branch End Positions that are completely getting skipped.
I get nothing in the output log explaining why they are not using them or anything. Other than that it seems to work great!
HOME: Ok so some of them seem to work as branch ends sometimes. it is very strange