Dungeon Architect

@ While exploring different alternatives, I’ve looked at the lightmass code of UE4 if we can bake in lightmaps within a blueprint. It doesn’t seem straightforward. The primary reason for switching to blueprints (from map files and world composition) was a single module (level) cannot be streamed in multiple times at different locations. It can be done during runtime with a hack, but not during design time. For this reason, I was creating multiple copies of the level file in your content browser and adding them to world composition (which was crashing the source control due to multiple large binary map files everytime you build)

There are other alternatives which @ and others have suggested that will help and I’ll explore them further (Cull Distance Volume, Precomputed Visibility Volume)

@owenprescott Have a look at the Marker Emitter Node section in the User Guide.

http://coderespawn.github.io/dungeon-architect-user-guide-ue4/stage/assets/images/theme_file_example2.jpg

In the above example, curtains are attached to the desired wall mesh (with the window) only when that mesh spawned. The curtains would be spawned relative to the parent mesh (the wall with the window). This is similar to your example where you’d spawn your trigger from the desired BP node. You’ll need to create a marker with some name, attach your trigger to it and emit the marker from the blueprint node

@RedSaturnSix I’ll look into this

@drarem It’s been moved to the Query System. You can find the examples in the quick start guide (Query System Examples section)

@kelfire Looks very intuitive! The paint tool is very limited right now and I’ll be improving it in the near future. Thanks for sharing

@Ratamorph I’ll have a look

@Khamul It should be possible in the next update. I’ll add an API in the query interface to query the adjacent cells of a wall so you can check this from the selector logic and remove it

Another option would be to use portals for doors / windows

Early progress on the dungeon flow editor

! Thanks!

Do you know if the room blueprints support landscape as a component? I’m trying to generate random island groups.

Cant wait to have more info and video and tutorial about Dungeon flow editor !

Alright, finally I got some time to make a mock-up of what I am after.

Basically the legend is a following:

Blue - blueprint rooms that are made manually (semi-modular or completely custom, still made on the grid) and placed manually.
Yellow - blueprint rooms that are generated by DA (location determined by DA or area boundary within which such room can be generated is marked by the desginer)
Red - connecting hallways with rooms (or not) generated by DA from modular pieces
Green - either manually made or generated by DA rooms that are only reachable through teleportation (if it’s 100% pre-made, placed by the designer; if not, location determined by DA or area boundary within which such room can be generated is marked by the desginer)

Outdoors surface is manually made. It doesn’t have to be on the grid, but the point where generated dungeon connects to the surface would be on the grid.

It’s a 3D dungeon with pre-made rooms that connects to the custom made surface outdoor area.

Pre-made rooms are manually placed by the designer. Generated rooms (yellow) are generated and placed by DA, or designer can mark boundaries (with a volume?) where DA can generate it and place it. After all rooms are in place, DA would connect them and then connect the dungeon to the outdoors (entry points would be also marked by the designer manually; also can make several entry points and DA can connect them as random)

procedural1_top.png
Full image: https://s27.postimg.org/gi2m8apmp/procedural1_top.png

procedural1_3_D_01.png
Full image:https://s12.postimg.org/g3079w4gb/procedural1_3_D_01.png

procedural1_3_D_01.png
Full image: https://s8.postimg.org/sif03l30z/procedural1_3_D_02.png

procedural1_3_D_02.png
Full image: https://s32.postimg.org/utcj21537/procedural1_3_D_03.png

And the finally dungeon would connect to the outdoors surface:

procedural1_3_D_04.png
Full image: https://s8.postimg.org/kewm3sdpv/procedural1_3_D_04.png

procedural1_3_D_05.png
Full image: https://s16.postimg.org/6zkzqdp6r/procedural1_3_D_05.png

Is it achievable with DA (I assume Snap builder should be capable of doing this) already ?

@ - Any ETA for making the plugin compatible with UE 4.15?

this. I’m not updating my project just for this

Yes, this release has some pretty good updates that I’m looking forward to.

I’m working on releasing a new update with 4.15 compatibility ASAP

thanks.

[MENTION=28980][/MENTION] - I just want to say great job supporting and maintaining DA.

@Redsett Thank you!

Added a Misc example in the quick start that shows how to merge two rooms together (removes the walls / doors between rooms using the following selector blueprint)
output_wx7VJx.gif

The grid selector logic gets more inputs to work with (Query system reference and the world marker transform)

I’ve submitted a request to Epic for 2.5.0

Change Log

  • Added support for 4.15
  • Updated the road network of the City builder to randomly remove edges and create a more natural looking layout
  • Houses in the City Builder now face the road side. House cells not accessible through roads are promoted to Parks
  • Added a new function in the Grid Query System to find adjacent cells from an edge marker (like wall / fence). New example added under DA_Misc_Examples/Maps/WallQueryDemo
  • Added addtional parameters (Query System and World Transform) to the Grid Selector Logic for more control
  • Increased the default stair connection tollerance from 3 to 6 for better results with the default configuration
  • Fixed initialization issues with the actor node in the theme editor
  • Rewritten the snap builder to use blueprints, instead of levels for modules. This greatly improves the performance and stability. Still has issues with door states and remains a work in progress
  • Added a snap demo example with 20 modules of various sizes

I’ll add the snap improvements in the next update (2.5.1) in a few days. The quick start guide has been updated with the new samples for 2.5