That sounds like fantastic functionality. Thanks for the updates and responses!
Sent you a PM about this too - For the next update, could you please make all of the variables in SnapBuilderConfig BluePrintReadWrite? I need to be able to change snap builder module arrays and branch settings in runtime via blueprint and it looks like that is impossible at the moment.
Thank you so much for this and all the other questions I asked!! I am going to look at the small distances for the Is Near Marker query in more detail and give you reproduce steps, but yes I meant 200 not 2000.
Even though my grid is 500x500 I still need the shorter distance sometimes.
The short distances are necessary for me to prevent some bad spawn positions of separator decorations. Maybe thereās another way to accomplish with the new tools youāve given us. Anyway Iāll load up the DA demo and get reproduce steps.
Is there a specific or preferred way of spawning AI characters? If I manually place AI characters in the editor they work as expected, but if I use an Actor Node to spawn them in my theme, they donāt navigate. They attack if the player is in range but they donāt move. Iāve tried using more than one theme on a Dungeon where the second theme placed enemies and the enemies appeared to overwrite whatever was in the base theme. I would also really like to use a custom spawner similar to this video, but when I tried this as an Actor Node in my theme they just fall right through the level, even if the spawn volume is above the level geometry. I eventually want to use a custom spawner that doesnāt spawn AI Pawns until the player is near so this is really important for me to solve. I tried using two dungeons with the same seed, one with the level geo and one with my AI pawns and had the exact same issues. Iām currently using the SimpleCityBuilder but have also had this problem with the SnapBuilder.
I have possibly a very newbie question, and this topic is too large to read it all. If i build map in a runtime it have a lightning unbuild warning message. Can lightning be rebuilt in a run time for a newly generated level? What is work around for mobiles? (i dont think mobiles able to recalculate light in reasonable time). Thanks.
@rctorres There are a few things you need to consider:
If you are spawning the AI in a runtime dungeon, then the navmesh needs to be regenerated at runtime. You can set this in the project setting: Video (skip to 2:08)
If you build your dungeon at design time in the editor and hit play and they donāt move, make sure the ground tile is not blocking them (youāll need to adjust the Z offset on the actor node). Also check this for NPCs that are falling through the ground
Thank you for the CityBuilder walkthrough. Iām slowly getting the hang of this wonderful plugin. Is it possible to do a walkthrough building a city using commercial style buildings. We bought the Urban Construction Pack a while back I want to do more of a Metropolis style City vs a Neighborhood. My building sizes are 2850x2850x4,411 and varies.
Iām getting the hang of this more and more as I am using it.
Hi,
Some seeds have stairs blocking doors. The only settings that seem to fix would be removing stairs completely (setting height variation prob to 0.0). Any for a fix? Itās game breaking in these situations.
are some examples.
Seed 9614 - Furthest room Aās door is blocked by stairway:
Hello and thank you for this plugin I have done the update and I have a problem with the painting mode I paint I have my mouse that blocks as well as ue4 j uses ue4 15.3
Thanks for pointing out the runtime navmesh issue! Looks like I had set my custom spawner to always use z=0 to spawn no matter how high I placed the spawner. Looks like things are working as intended!
Could you help me with quick start content pack for Dungeon Architect plugin.
Iāve download quick start content from website, made a new third person project in 4.6.1 for it and copied all files in content folder.
is a link for screenshot
@OnlyOneLab You need to copy them in the Contentās root folder
Delete whatever you copied
Copy over the files again to the Content/ folder
If you need this in a sub folder, the from within the editorās content browser, move the files to a sub folder so UnrealEd can properly move them
Add starter content to the project
Also refer the quick start guide instructions for each map. There are some art dependencies for some maps (like infinity bladeās free assets from the marketplace) that you need to add to you project first
[MENTION=28980][/MENTION] - Is it trivial to expose the Snap builder config variables to Blueprint? (module arrays, branch sizes, etc) If so, can that be worked into an update? Thanks!
How do I get my dungeons (sci-fi) to come with the same lighting as your youtube videos⦠do you have to tweak the lighting or is that generated also? I see the orange and blue lights but the overall lighting looks bland and flat⦠I KNOW ITāS SOMETHING IāM DOING WRONG. Any suggestion?
@ : I purchased this pack a long time ago on your website. Is it possible in any way to add this addon or plugin to my library instead of adding it every time again and again!?
@, seeing a lockup on a mesh node when attempting to select a selection logic in a drop-down. May be something specific to my theme (itās got a log of stuff in it). Add mesh node, click mesh node, under āSelection Logicā click ā+ā to add a logic, click on drop-down (currently set to āNoneā), BOOM! locks-up URE. Iāve waited as long as 10 minutes to see if URE makes it back. Processor is stuck at 13% (8 cores, thatās 100% on 1 core); suspect a bug in DA that drops into an infinite loop.