Can you also provide arm64-v8a binaries ? Currently only armv7-es2.a are present 
I apologize if this has been asked before, but I have two questions:
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The āDraw Debug Dataā looks weird. It seems the ground cells are drawn in solid black and other cells are not colored at all. Did I miss some settings somewhere or is this a bug.
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I have some trouble understanding spatial constraints. I think I figured out how the 3x3 constraint works for ground cells. However, I am not sure how the 2x2 constraint works. I suppose it looks at the corner of a cell and checks the four adjacent cells, but I donāt understand which corner is looked at.
I also donāt quite understand how to utilize spatial constraints for wall cells. Which is the reference point from which the neighboring cells are checked?
This is what I am trying to accomplish: I want wall cells that are adjacent to an outwards bend corner to use a different mesh. I could get it to work for walls facing one direction but never all four directions at once.
I am using UE4.16 and installed the plugin via the Epic Launcher.
(I just realized I am using the wrong PC and cannot take screen shots of the project. I will add pictures once I booted the correct computer.
)
Draw Debug Data issue:
Spatial Constraints: I want the red wall sections to use a different mesh than the blue sections. The visible wall piece is a Separator that I managed to place the way I want.
[MENTION=28980][/MENTION]
How is development coming along? Whatās new coming into DA soon ? :o
Hey man, the plugin is so deep it really needs an API list for the all the blueprints function, Query/Builder/Config etc. Itās so hard to explore within unreal. Just a dump of the .h files would do honestly. Itās hard to introspect.
Hi,
I wanted to bump this since I didnāt see a response. I know others have commented on it as well. I was looking at the roadmap and didnāt see it listed anywhere. I know it must be related to the core algorithm, which Iām guessing is something thatās not a lot of fun to mess with. Maybe thereās a workaround we can use that doesnāt just require disabling height?
Quick question, is there any way to make themes stack with one another rather than overwrite?
Currently if I add a second theme and use the same marker, only one of the themes will work.
It would be useful to be able to stack themes, being able to have them not consume the marker.
This way decor or lights could be separated from geometry.
@JBernhelm Iāve exposed the properties to blueprints (read / write)
@SystemFile Sure, please send a mail to.akbar@coderespawn.com
@TheCouch Does the issue persist? The drop down UI is populated by the engine so it was probably stuck loading something
@ I changed the color a while ago to test something. Iāll revert it back ![]()
For spatial constraints 3x3 is idea for ground tiles (since it is surround by 3x3 tiles). Youād use 2x2 for Corners (like Fence Separators, Wall Seperators) since they are surrounded by 2x2 tiles. The Edge constraint is for the Walls and fences
@ Iāll create a C++ guide soon.
@DrinkThisPotion Iām working on a post-processor to fix the stair issue and guarantee a valid map
I want use ClusterThemes. But custom markers do not ācalsā inside clusters theme. I need spawn inside every cluster one actor how i can do this?
Thanks for the reply. I managed to get the wall setup I wanted by basically swapping the āmeaningā of āWallā and āWallSeparatorā. That worked out nicely. I do have some follow-up questions:
Would it be possible to create a 2x3 spatial constraint? If you have a 2x3 block like this
123
456
and between element 2 and 5 is a wall, you would have greater control of the placement of walls.
If this is possible somehow already, let me know.
At corners where fences and walls meet, is there some rule controlling whether the WallSeparator or the FenceSeparator Emitter is triggered?
I managed to work around that uncertainty, but maybe I simply missed a feature somewhere.
I think you must create CellData from Location and put in AddPaintCell node
The guide helps you use Dungeon Architect with your C++ project. It is still a work in progress and Iāll be adding more in the coming days. Let me know what youād like to see in the guide
@calvin019 Thanks for the bug report. Iāve fixed the error in the level builder sample project. This fix will be available in the next build. It allows you to paint both rooms and corridors from the level builder sample
Iāve added experimental blackboard support to the dungeon actor so you can store / retrieve data from rules (selector / transform rules). This can be useful for limiting the total no. of items spawned of a certain type. There are still some issues to be sorted out and Iāll have more updates on this later
Added a new grid query function to fetch the adjacent cells from a given cell


