Thanks for the help.
I can’t find mention of this anywhere, but does the Dungeon entity randomise the seed every time I start a new game? If not, how do I make it do so?
When I used this when you first released it, there was a ‘runtime’ version of the entity and a static one. This doesn’t seem to be the case now and I’m not sure how to make it a different layout every time I play.
It’s come a long way since then in lots of ways, so great job mate.
P.S - did you ever get anywhere with the Cave generator and terrain generator etc?
I want generate dungeon on server and replicate result of this to client. I found only one way: Make Actors out of StaticMeshes and replicate them. Maybe i miss somethings?
Identify who is the player 1 (generally, the host) and player 2.
You make player 1 build the dungeon and then share the dungeon seed with replication or API call (in case you are using a Cloud Service like us) to another player.
Then, he will build the dungeon himself.
In this way, both players will play in the same dungeon.
Another way of doing this, if you can use cloud code, is to make server generate the seed for both players and send it via message to them.
I seem to be crashing if I try and generate my dungeons at play time in my android game - hard crash, kicks me out of the app, I will get you logs soon
also I dont seem to be able to cook my game with arm64-v8a support - I get a file not found in your components directory
Just wanted to check up on 2.6. I’m assuming it hasn’t come out yet, but I recall once in the past when the update didn’t go up on the coderespawn site and only in the marketplace so just checking.
I have terrible problem with selector logic and corner detection. Seems “isPillarOnCorner” is not working properly as it detects only sharp angle corners. I could use spartial constrait for floor to pick up all corners and place walls of certain type there, but I would have to use the flood tiles for that not the wall/pillar tiles - and that still puts me in a position where I must remove corner pillars. somehow.
Maybe I’m doing the corner detection wrong? Could You help me out a bit mate?
@n00854180t it would break the grid layout, since it works on modular assets. Are you using assets for your road tiles or is this placed on a landscape?
@erbmur You’d use 2x2 constraint if you use it on a pillar marker (since it is surrounded by 4 tiles). You’d use an edge constraint if you use it on a Wall / Fence marker, since it has two adjacent tiles
I’ve also update the user guide with spatial constraints
On the BeginPlay event, we grab the Dungeon Configuration and set the seed (to some random value) then build. The level blueprint in that example shows you how
The MaxStairHeight constraint sometimes makes the platform volume move a step up or down (to make sure all the stairs heights in the dungeon are within the acceptable range). It should be possible to clamp it, but it would not guarantee that the dungeon is valid and reachable (imagine having two platform volumes and moving one of them way up)
Marker replacement volumes are placed next to the artist created static content, so manual placement is fine. How is it tricky in your case?