Dungeon Architect

There is a door marker entry in FloorPlanDoorVolume in floorplan
But it does not work. Please update to the next version.

And there are things I want to be added.
in floorplan Door, room volume exists, but no corridorvolume.
I would like to have a corridorvolume.

[MENTION=28980][/MENTION] @Konflict Thank you very much for the responses! I will look into the engine source code. :slight_smile:

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.

Thanks!

Has anyone thought about making a thread or repo of BP’s for custom rules and marker emitters?

I think I mentioned I’d be up for it at one point, but I haven’t really seen anyone but post any.

Yeah, it would be helpful. haha

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

Standalone:

Play in Editor:

hello all. i’m new to unreal. every time i drag the dungeon actor into the map i don’t get the build dungeon option. what do i miss?

Make sure you have the plugin installed, the dungeon actor selected and the details panel open.

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 ā€œGet Path Between Cellsā€? If there are 2 path between 2 cells, which one will ā€œGet Path Between Cellsā€ 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 ā€œobserverā€). Where i can store this ref?(i use dungeon grid template)

In their begin play, you can have them add themselves to a variable accessible to the object that wants to access them.

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.

I just found out about this plugin after spending months trying to produce something similar.

I can’t even settle for a certain approach, because everything I try has so many problems and restrictions. When trying to solve those, my clean and simple ideas become so bloated with workarounds, it’s making me sick…

I tried something voxelized with elements inside the voxel-space or mostly at the borders between voxels. I also tried non-voxelized geometry with freely placed junction/connector-nodes that can have special ā€œseperatorā€-elements.

Depending on what approach I currently tend towards, I’m having all kinds of problems with overlaps, inflexible connectivity between modules, irregular layout leaving the ā€œgridā€ etc etc.

The stuff in your videos looks amazing. I noticed there aren’t any triangular floor-elements though, which is one of the things I am desperately trying to get done… well, the problem is really making them ā€œconnectā€ to other modules in a not-overly-restrictive way.

I wish there was a trial version or something, because I’d really like to know what options and parameters you have for creating levels at runtime, and how open and extendable the system is. For example, could I make an in-game ā€œbuild-modeā€ where the player can change the level (with restrictions) at runtime using your system (EDIT: nevermind, I saw in the manual there’s player building)? And could I write my own level generation procedures with or without whatever sub-algorithms you may have in place?

Hello!

First - this thing is . Great work and thank you for making this available to the rest of us.

I’m curious how well DA supports multiplayer games? Can a seed be used to gen identical dungeons on clients? Can a manually edited dungeon be replicated to clients along with the edited parts? What other gotchas/caveats are involved when using this plugin in a multiplayer game?

Thanks!

Not sure about your other questions, but the first one is a definite yes, there’s also an example of using it that way in multiplayer.