happens too, 2.3 with that fix you mentioned. This might has happened after i ticked the Absolute Location option.
Thatās not the same issue. The blueprints are created at the right location in the theme editor.
But the actual actor (e.g. AI) thatās spawned by the blueprints BeginPlay event can not be spawned at the right location because GetActorLocation does always return (0,0,0).
The workaround is to not spawn the actor in BeginPlay but to manually go through all spawn blueprints after the dungeon has been created and spawn the actor with a custom event.
But this is just a hack for what should work out of the box.
Okay i found out what causes my merged meshes to spawn at 0. Happens when you tick Pivot point at zero, on the merge screen.
How exactly do you setup doors, with selectors? A screenshot would be handy, thanks.
I can confirm that this workaround works, but I have another strange phenomenon.
A runtime created gridbuilder dungeon runs when starting as PIE, but does not work correctly when started as a standalone game.
Only half of the dungeon will be built and walls, doors, player start, ai spawns are missing (maybe more ā¦).
Build as a static dungeon it works in PIE and standalone game.
All the bugs concerning dungeonvolumes do persist in all modes.
This is with most current DA version (2.3.0 hotfix1) and UE 4.14.
Hey All,
Iāve had good success with the Dungeon Query system and theme override volumes for rooms, but corridors are another matter. Since corridors are often connected to corridor padding and other corridors, making a substantial theme override seem difficult (like if we wanted our corridor to appear as an indoor environment whereas normally it appears outdoors, for example). Has anyone accomplished having substantially different themes for certain corridors?
For example, if you look at this debug view of a corridor, youāll see that it consists of much more than just one corridor cell, so we would really need to override the theme for all connected corridor padding and corridor cells as well, otherwise things are going to look strange very quickly. So what weāll need to do is identify all corridor and corridor padding between rooms and apply a theme override. I canāt think of any way to do this cleanly with the current toolset. Ideas?
@, Since 2.x, youāll need to cast the DungeonModel to the appropriate builder class (like GridDungeonModel). Youāll have your functions there. There is also a new query interface which you can find in the latest quick start samples.
Edit: @ Iāve sent you a PM with the link. Please fill up the form so I can send a request to Epic
@Laurentius Iāve tested with AI samples and they work properly. Iāll check again
Edit: Rebuild Navigation node manually invokes the rebuild from C++ as UE4 doesnāt seem to rebuild it after the volume is changed at runtime
@unit23 In this case, I add two mesh nodes rotated to face the other directions (with ConsumeOnAttach unchecked so both get executed)
@Laurentius, You are right it is not working in standalone. Iāll have a fix soon.
Iāve fixed the Actor spawning issues. There were a few things that needed to be taken care of:
- Location at spawn: I set this in the spawn parameter itself (instead of setting it after it is spawned). BeginPlay shows the correct location
- Actors were not spawning in standalone builds because the owner of the template actor was not set properly and was getting garbage collected. I set the owner to the theme file and it stays while cooking the game
- Actors were not being spawned properly from the templates when the template was created in the theme file but the blueprint was later modified later. This made the spawning fail (since the actor template when it was created was from an older version of the blueprint which was later changed). I fix this by creating another template actor from the latest blueprint class and copying over the properties of the older original actor template.
Iāll have a new build by end of day
Uploaded 2.3.0-hotfix.2 to the website. It fixes the actor spawning issues
Hello again.
I have a feature request, or a request for information on how to solve this particular problem.
I have some marker nodes that spawn actors using transform logic to move and rotate the spawned meshes.
However, sometimes spawned objects overlap, which does not look good. (See picture).
How can I prevent this from happening?
I would like a ādo not spawn on overlapā checkbox, or something like what you have in āSpawn Actorā in Blueprints - the Collission Handler Override options.
Or is there an obvious way to do this that I have missed?
Hi.
The blueprint spawn problem seems to be solved, now. And the level is working as PIE and standalone game - great work.
As mentioned earlier Iām using ThemeReplace-, MarkerReplace- and NegationVolumes to get entrance and exit rooms.
One problem seems to be solved now, too. The ThemeReplaceVolume works correct now in a dungeon level build at runtime and
entrance and exit rooms get the correct theme.
The other two volumes do not update the level correctly, though. They are at the right positions but do not update the level.
Iām calculating and setting their position and scale in the same DungeonEventListener (OnDungeonLayoutBuild event). Maybe itās not
the correct location where those volumes are set - I donāt know.
But Iām waiting for the game flow editor you talked about, now, as this might solve some of these problems easier.
If you have something I can test for you - just say so
I cant get the SnapGrid system to spawn any of my objects. is what I did, tell me if I did something wrong
- I created a new level, removed all items in it except for a directional light (which is on the ignored list)
- I added a mesh and put it at 0 0 0
- I added a SnapDoor and placed it where I want things to snap
- I edit the theme (prime_01) and add the level (module) to the modules array
- I set the SnapDungeonBuilder as the builder class, and nothing shows up.
What am I doing wrong?
EDIT
So, i have removed the theme process and went to adding in the SnapDungeonBuilder to the primary Dungeon actor. This lets me spawn ****, however it crashes when I save a level, open a level, or recompile. Can we get some documentation for this other than the basic setupā¦
EDIT (15 min later)
Created a brand new project, no starter content, no source control enabled, and we get 0 crash errors. This is something to look at. Would like to possibly put in a bug report or something. This is unusable if we cant have sourcecontrol enabled.
EDIT (15 min later)
Testing further, our custom models when applied as doors were causing crashes on loading. I created blank project and only used cubes (no materials) for the doors and the floor and we have 0 crashes so farā¦ more investigation to follow. This is without source control enabled.
Okay, after 2- 3 hours of playing with this we love it. However there are issues that again need to be described. I shouldnt have to spend this much time playing with it to be able to create things. Things we have noticed (might be on your roadmap for dev)
-
Snap points need to have the ability to limit what snaps to them. This way you can restrict other snap points from connecting to it give you full control of how the level looks. I dont want to two bridges to snap together if they are downwards bridges, but it can happen right now.
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We were able to understand how snaps work only when we enabled the option for āremove double doorsā. before enabling that it just looked like snap points were disappearing randomly based off of collisions. So we play with the collision option which just made things more confusing. It wasnt till we found that option, enabled it, we could see that it was removing one of the doors. (still unclear as to which one gets removed an how i could control that)
All in all great plugin, but really needs some more documentation so that we can toy with it. I am super hyped and despite having some more important stuff going on today I wanted to do nothing but spending time figuring this thing out. I still dont know how āsourceā control works with this since I only get crashes when we work within a source control project. However, we did figure out why it was crashing outside of source control options. When you assign a static mesh to the Snap point it crashes on level load. However if you make the static mesh a BP and assign a BP to the Snap point no crashes. Might be a bugā¦ dont know
Hey riuthamus, Snap builder is still a early WIP and will undergo a major changes in the near future. I will be using an alternate method to store modules (instead of having them in separate level files) which causes these issues.
Great to hear, love the tool and everything about it so far. With a few feature additions we can see this being perfect for the game we are working on. Thanks and let me know if there is anything I can do to help/test/report.
I am using perforce and havenāt gotten any crashes (at least in 4.12)
Good to know, if that is the case this means that the problem was only with meshās being chosen as the door (snap) in the snapmethod.