Just got DA on sale! Get ready to be swamped with questions and proposals
is the first batch.
Does this AI system work with DA https://.unrealengine.com/marketplace/ai-behavior-toolkit ?
Some folks say that UE4 performs horribly with DA because dynamic lighting is not culled. Is it a general problem with UE4 or is it something that should be implemented in DA ? (culling stationary / dynamic lights based on their occlusion)
[MENTION=256462]David Ott[/MENTION] Sure, you can swap out the layout algorithm with your own implementation. Right now there are about 4 different implementations (grid, snap, city, floor plan) and you choose your implementation from the drop down list in the dungeon actor. The layout algorithm is called a āBuilderā in DA
AI Behavior Toolkit works with DA and this game uses it. I had to modify it a bit to make it work with my custom wander system where the pedestrians automatically wander around the procedurally generated city
watch?v=ybZuP8ikTsE
Iām looking into generating the dungeon across multiple map files (exploring this in Unity but will apply to UE4 as well) and then stream them in when the player gets close. I already have the data of different clusters to distribute across the various streaming levels (same way clustered theming works) and streaming volumes can be placed near the doors. I need to explore if creation of new levels is allowed at runtime in UE4 so they can be later streamed in
It works out of the box, but the game required a custom functionality which was not present (i.e. dynamically picking a nearby point for patrolling). This is gameplay specific and not a limitation of AIToolkit or itās integration with DA.
's another example of AIToolking NPC following the player, working out of the box on a runtime generated dungeon
watch?v=5gfwati_qbc
They will be culled when I get automatic level streaming working, where far away rooms / corridors will be streamed out and will be culled
Thank you for creating this plugin! Iād like to utilize it on a project. Does my entire team need a copy for the project or is one copy for the project usable?
Do you have a template for Your Zombie procedural City that you used in your zombie game? I am building a similar game and I want to use mostly cityās and level streaming. I am new to level design. I just bought this plugin and I am excited to use it. I downloaded the cartoon city but the Zombie City is more of what I am looking to do. I have all of the assets that I want to use for my levels I just need to know how to make the procedural cities like yours.
I picked up DA on sale, amazed at how much functionality is as Iām going through the video tutorials (thanks for those, those and your documentation really sold me).
I notice the video series is over a year old: has anything significantly changed since then that someone just getting started now should be aware of?
I have a small problem and I hope you guys could help me out.
My idea: I currently generate a dungeon at design time (but it should be possible to generate the dungeon on runtime later on). I want to place a āspawn objectā using an emitter and as soon as the dungeon is generated the player sould be moved to this spawn position.
What I did: I implemented an C+Ā±EventListener and tried to use an TActorIterator in the OnPostDungeonBuild_Implementation to walk over all generated spawn positions. If I press āgenerate dungeonā the event method is called, but no actors can be found using the TActorIterator. I thought that the OnPostDungeonBuild_Implementation would be called after Actors are created. Is that assumption wrong?
UWorld* world = Dungeon->GetWorld();
TArray<AActor*> playerSpawns;
TActorIterator<AActor> playerSpawnsIt(world);
for (; playerSpawnsIt; ++playerSpawnsIt)
{
UE_LOG(TADungeonEventListenerLog, Log, TEXT("Found Actor: %s"), *(*playerSpawnsIt)->GetName()); // Only the actory that are not generated by the dungeon are found
playerSpawns.Add(*playerSpawnsIt);
}
@dsenter@AngeIV Dungeon Architect uses a single seat license which requires a license per developer
Once purchased, you can use DA for an unlimited no. of projects and all future updates will be free. It will be supported for the lifetime of UE4
You can install your plugin on multiple computers you work on (mac, windows, laptops etc). It comes with full source code, so you can change the code and keep the changes or share it with your team (in source control), as long as they also have a license
There are some teams who already use it this way. They bought bulk licenses and set up a local repository. You can grab the marketplace plugin and the code from this folder: C:\Program Files\Epic Games\UE_4.15\Engine\Plugins\Marketplace\DungeonArchitect
@lafilmcompany Iāll have to remove the third party assets and replace them with free version before I can release them. For making procedural cities, there is a city sample in the quick start guide, which you can use that as a starting point. For the AI, Iāve used AI Toolkit asset from the marketplace and added some logic to make each NPCs pick a random patrol path around the city. The patrol points are placed on the footpath by the theme file itself. You can join the discord channel if you have more questions and Iād be glad to help till I have a demo available
@acatalept Thank you for choosing DA. The user guide and quick start guide were updated with all the new changes. I need to work on recreating the video tutorials to cover the new layout builders that Iāve added since last year (snap builder, floorplan, city etc). However these builders are still a work in progress
Hi. I tried to tinker around with the snap builder and I saw in the documentation that you recommend to create levels and CONVERT them into blueprints?
How do you do this. Currently I have to build the level snaps in the blueprint editor which is really a little bit annoying
Can you maybe make a video tut on this, trying to do something similar but Iām having issues getting everything to line up proper, do all the meshes need to be the same size? Like my 4 way intersection is 2500 x 2500 and my roads are 1500 x 2500 and houses are around 900 x 2300. Do they all need to be the same size? Thanks
@HAF-Blade You convert them by selecting the actor and choosing them to convert to BP. However, other artists have also voice similar concerns. Itās a nightmare to design anything in the blueprint editor. The snap builder is a work in progress and will undergo changes in the future updates. Iām working on providing a separate editor to block out your snap module shapes. Iāll have more info later
@NicoSlevin Your art should be fine. In your case, the grid size would be 2500x2500 and the 4 way intersection would fit properly. The roads can have a gap of 500 on the sides (500.1500.500x2500). How is your mesh pivot aligned? It would be easier if it is in the center or youāll have to play a bit with the offset
Created a new release. Iāll test it on mac and publish to Epic
Version 2.6.1
Fixed static lightmap baking issues with instanced mesh dungeons
Fixed a bug with PostDungeonBuild Listener Event which was getting fired before all the dungeon actors were spawned
Added height variations to the custom grid builder
Fixed a crash issue with the IsNearMarker function if the builder was not provided
Added a new help system to launch the documentation links from within the editor. This can be invoked from the Dungeon Actorās details panel or from the theme editorās toolbar