Dungeon Architect

Thanks ! Love you :cool:

Seems like it’s down again.

I fixed a crash issue in mysql this morning. That seems to be fixed but apache was hanging. restarted and it’s working for now. I’ll have a closer look tomorrow

Thanks for the quick solution, was able to download.

I’ve added a new type of builder that lets you easily define your layout from blueprints using higher level functions.

You define where your rooms are located and how they should be connected. All the low level stuff is then taken care of

https://.youtube.com/watch?v=AzO2gI0NV-Q

This looks amazing!, can’t wait to see what I can do with it

Thank you [MENTION=28980][/MENTION], exactly what I need.

@ Some documentation for version 2.5 of the plugin would be helpful. The last time the documentation was updated was for 2.0 it seems.

Is it possible to delete, replace or rename markers using blueprints? Looking forward to the custom grid builder, that might be just what I need for my project. Any ETA on when it will be available for download?

City builder is great, quick question as I’m not sure if spacial constraints work on the experimental city builder (?). Basically I’m creating a city with 3 levels of of 400x400 houses and I want signs to hang from the walls on the base level.

The problem I’m experiencing is that I can’t get all the signs to face out from the house walls. Instead along the bounds/edges of the city build the Dungeon doesn’t register that there’s no more houses and so generates floating signs along certain directions. I’m generating the signs from Road_S since I don’t want the signs to generate for every house (which are all densely packed together). If you have a solution for this it would be great, however I’m thinking it’s just a limitation of city builder and road_s node.


As a side note, it would be cool to generate floor plan dungeons from inside the city builder. I’ve tried this in grid dungeons too and everytime it just crashes the editor. For now I will continue using some of the other procedual BP’s inside my dungeons. :slight_smile:

I just purchased this plugin but I am surprised to see that 4.15 still isn’t up. Do you have an estimate when it will be available in the marketplace?

@dkoding I’ll update the docs soon
@owenprescott I’ll add spatial constraints on the city and floorplan builders soon
@hilbelinknr I’ve submitted the 4.15 patch to Epic more than 3 weeks ago but haven’t heard from them despite requests for updates. I’ll keep following up with them and keep you posted. In the mean time you can grab it from the website (Send me a PM if you need it)

Added a new function in the query interface to check if there are nearby markers with a certain name. This is useful in selector logics, where you can selectively remove / add stuff near doors, stairs etc

In this example, the red tiles are removed near doors (that are within 600cm)

Added spatial constraints for the city builder. Each button has 5 states (Ignore, Road, House, Park, Outskirt)

Nice additions.

Landscape Modifier

With 2.6+ you will be able to use a landscape with your dungeons. It will modify the height and paint it. Since the engine doesn’t support runtime landscape modifications, this is available only from within the editor

watch?v=9MI9IzNytuY

I’m using 4.14.3. After installing the plugin and sample content, I was learning how the themes work, when the editor crashed. Now it crashes any time I try to open the Dungeon Theme editor (even for a brand new project). I think the last thing I did was dock the content browser window at the left of the dungeon editor. I was able to work-around, by resetting the UE4 editor layout. Hope this can be fixed in a future update.

@IRobot1 Thank you for the bug report. I tried reproducing but it doesn’t seem to crash.

I went ahead and added a content browser in the theme editor as part of DA

In the next update, it will show up by default. You can close it if you don’t need it (e.g. if you have a multi-monitor setup) and re-open it later from the Windows menu

Theme files now show a thumbnail. The thumbnail is captured from the preview viewport when the theme was saved from the theme editor

Added drag-drop support to the theme editor. You can now directly drop your meshes and blueprints on to the theme editor and it would create the appropriate node. There’s also a content browser available in the theme editor, if you use a single-monitor setup

https://.youtube.com/watch?v=7TT-cihPKJY

So many nice additions. Can’t wait for 2.6.