Dungeon Architect

@BPANDREW Thanks for pointing it out. I’ll fix it

@dazuk1978 This post has details on how to do it

Hey Sajid, Thank you for taking the time to report the issues. I’ll fix them in the coming updates

As for the content folder structure, I prefer placing it in root as it is easier to convey the message of directly copying it to the content without any confusion of an additional step of creating a sub folder (if individual folders are to be copied).

You can always move them to a subfolder if you like, but you should let Unreal Editor do it for you (instead of directly copying it your subfolder). So place them all in the content’s root folder. Then come back to UnrealEd, and move them to your subfolder from the content browser so it can create proper redirectors and not break anything

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?

Thx

This doesn’t work with height variation, right?

The marker replace volumes can be tricky too.

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?

I’ve done like below:

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.

Objects which must be replicated you do not spawn at client?

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?

how do you implement “isPillarOnCorner” I’d like that myself, also a way not to overlap a fence pillar with a wall pillar if it exists

How in Isaac template remove second door between rooms?

In case you aren’t aware the coderespawn site has been down for a few hours. Maybe a web server related issue.

[MENTION=59677]J.C. Smith[/MENTION] The site is up now

I’m working on the documentation for all the new stuff added since 2.0.0 and have a new build (2.6.0) in one or two days

P.S.: I’ll address the other issues tomorrow when I get to work

Updated the User guide for 2.6

Added documentation for the following:

  • Query Interface: Grid
  • Spatial Constraints
  • Event Listeners
  • Landscape Transformer
  • Cluster Theming
  • Spawn Logic
  • Custom Grid Builder
  • Snap Builder Docs
  • City Builder Docs
  • Destructible Mesh Node
  • Actor Node Customization

@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?

Thank you for using DA :slight_smile:

I’ll test on Android and let you know

I’ll update in my website probably by tomorrow. I have some merging to do with the earlier branches (4.12 - 4.14) and update the quick start samples

@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