@MasterCheif Thank you for using DA! Like @Konflict said, you can use DA’s source code as a learning resource for your own plugins
If you want to create a new window, you’ll need to subclass from FAssetEditorToolkit (DungeonArchitectEditor\Private\Core\ThemeEditor\DungeonArchitectThemeEditor.h). You can spawn your own tabs inside this window from the RegisterTabSpawners function.
You’ll probably need some asset that you save in the content browser (like the theme file). This asset data will be a UObject (e.g. DungeonArchitectRuntime/Public/DungeonThemeAsset.h) in your runtime module. Then create two classes in the editor module so you can save this data in the content browser as an asset (DungeonArchitectEditor\Private\Core\ThemeEditor\DungeonThemeDataFactory & DungeonThemeAssetTypeActions)
The Factory class links your UObject data class with the asset. The Asset Type Action lets you customize the asset (color, name etc). you will also link the editor window with the asset so your window can be opened when double clicked
When I started DA two years ago, there wasn’t much documentation on editor plugins except for this gem: Extending the Editor
I highly recommend the video if you are doing any editor programming. Then there is always the engine source code
You’re welcome. Can you please reply to the issue with the constructor of DungeonMesh? Why the initialization of the static mesh component was required in there? I don’t see any issues by removing that constructor code block, also fix the issue i mentioned previously (the mesh’ custom properties wont be applied unless you open up manually the theme asset in editor first).
I have bought this asset on Unity and Unreal. It is . Could you please not forget about your users on the Unity forums too? Great work on this though. I love it so far. =)
Great plugin. I’ve been messing around with it for a couple hours now. I found a reproducible crash. I was creating a Transform Logic blueprint and I dragged the Query pin off Get Node Offset to create an Is Near Marker node. If you hit compile now with this node connected to your logic it will throw an error that you have not connected the Current Marker Transform pin. Okay so I connect this and it will compile fine. However you also need to set the Builder pin or it will crash the next time you save your Theme. This took me a couple minutes to find. Obviously it should also throw an error if the Builder pin isn’t set or connected as it does with the Current Marker Transform pin not being connected. And you might want to check the other query nodes for similar conditions to avoid other potential crashes.
Thanks for this great plugin. It’s really neat and gives me a lot of ideas. Very worth it.
,
I’d like to create an emitter which occurs at the opening when a corridor is adjacent to a corridor padding or corridor, accessed by a stair. Sort of like a door marker but for corridors that end in a stairway and don’t connect directly to a room.
I could do this with get opening between cells, but I’d need a sorted array of adjacent cells.
Basically at the bottom of the stairs is a corridor cell or padding, and at the top is a corridor cell or padding. I need to be able to detect this edge case and it would improve a lot of my themes.
Bug found: Spatial Constraints cause meshes to not spawn in runtime generated dungeon in Standalone mode.
Steps to reproduce in sample project:
-Open Runtime Dungeon Map.
-In the starter pack theme, add any mesh and apply spatial constraint.
-The mesh will not spawn in Standalone mode. (works fine in editor) - meshes appear to never even be placed by DA.
-UE 4.15, DA 2.6
I’m trying to set a custom collision preset on my Fence objects through the Advanced Options tab under Mesh Details in the Dungeon Theme. It doesn’t appear to affect the resulting objects in the generated dungeon. Any ideas?
Hello Everybody!
I am creating a grid dungeon setting (linear, Spanning Tree Loop = 0, which unfortunately doesn’t mean there wouldn’t be any loops). Some doors will require specific key to be unlocked. Since this is pretty standard is there any high level functionality that I am missing or you should I implement my custom solution with “Get Path Between Cells”? If there are 2 path between 2 cells, which one will “Get Path Between Cells” return?
I haven’t tested it thoroughly but I noticed this same thing with point lights. The settings did not actually apply to the objects once they were placed in the dungeon. I ended up just putting things into blueprints and making the settings adjustments there.
After spawn actor i whant save ref to them and use it when spawning other actors(something like “observer”). Where i can store this ref?(i use dungeon grid template)
This works for test. But… For example: every region(some space contains some rooms and corridors) independently decide when and where spawn monsters. For this i want store list of all SpawnPoint inside of Region.