You can do this with spatial constraints (example attached). You might have to rotate your wall by 90 if you use the edge spatial constraint (rotation seems to be wrong)
[MENTION=33476]Aumaan Anubis[/MENTION] I just tested and it works fine on the latest version and 4.16. There is no Spline component in BP_SplinePathBuilder (it is just a BP function library), and hence the error. Could you post the screens of the BP that is trying to access this?
You have two options. Use blueprints for your loot actors. They will spawn normally and will not be a part of the instanced geometry
Alternatively, You could use two dungeon actors as a workaround. The first dungeon would build only the instanced geometry. The second will not build any geometry but spawn the power ups as static meshes. You will however need to do some synronization (dungeon actor locations and their configurations should be the same)
Tight packing of rooms without corridors is not supported with the grid layout. Try reducing the room area threshold to get a more tightly packed dungeon with more rooms and lesser corridors
[MENTION=33476]Aumaan Anubis[/MENTION] Thanks for the screens. Could you try deleting the DA_Query_Examples folder and copying it again from the quick start content?
@AtticusFinch If you want to include DA in your C++ game project, open PROJECT.Build.cs and add āDungeonArchitectRuntimeā to the PublicDependencyModuleNames list
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class DA416X : ModuleRules
{
public DA416X(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", **"DungeonArchitectRuntime"** });
}
}
@JBernhelm Theming is planned for the snap builder. Iām exploring ways of abstracting the snap module to come from three sources (blueprints, levels and layout blocks). Layout blocks are basic blocks you create in a separate editor and themes can be applied on it. Iāll have more info in the future
@Dammodor Thank you for using DA. 2D is not supported. I did create an experimental Paper2D extension last year. Orthographic views are supported by the engine. You create your 3D dungeons and set the projection in the camera
@Dontcry Try dropping in a new dungeon actor as Dungeon B. It looks like you duplicated DungeonB from DungeonA (which made it share the same dungeon id) and is causing this issue. Iāll fix it in the next build
[MENTION=437993]angie ash[/MENTION] Thank you! The method of creating has change slightly since I created the video tutorials. Please follow the User Guideās Selector / Transform āRulesā section
@AngeIV If I understand you correctly, you are trying to place a building in the center of the rooms like below (take from the unity version). Rotating the RoomCenter marker should rotate your building. If you have multiple buildings attached to the room center marker, try adding a transform rule in the building nodes and randomly rotate in 90% steps (there are some examples of this in the quick start content)
Yes! I already do that. Except I need to control the rotation - not make it random. And having direction variations of the theme and do theme override seems like an overkill