Greetings ,
Thanks for such an plugin , has helped out a lot in development.
Lately have been leaning more and more toward using the Snap Builder as the flexibility to be off grid and use custom pieces is super useful .
I know it is still experimental at this time however wanted to give some suggestions for when you have time to refine.
Currently in UE4.16 DungeonArchitect 2.6.3
Overall------------------------------------
Modules are randomly rotated 180 on Z axis , please allow for modules or the builder to turn this off ( for specific isometric modules we dont want them rotated )
Add probability variable to modules ( on the builder )
Include something similar to the Cluster Theme Selector volume for Snap to snap to a different specified set of modules ( and option to place a specific transition module at the intersection point ) . Or if the volume is impractical because the generated dungeon might not overlap being able to have a probability variable to switch to different set of modules would also be so if had a A set of modules and a B set the output would be something like AAAAA<AtoB>BBBB<BtoA>AA
Custom Collision option for Snap Check ( when only the path collision matters , and is ok if exterior \ background objects collide )
Connections and Doors -----------------------------------
Connections with Door Class , the Door BPs appear to zero out in world space ( however connections are in correct location ) .
Doors on Connections , cant set the Connection Door class to None after having assigned it (crashes )
Doors on Connections also can randomly make the map unsaveable ( graph linked to external private object Unknown )
I’ve also found that while including any component in a SnapConnection the component always spawns at the origin no matter where the module spawns. I’ve tried replicating the example from DA_Snap_GameDemo so that doors/walls can switch depending on the connection type and everything ends up in the middle.
Hello I want to start an Action Adventure Game, and I really like what I see in your videos. DA looks great!!!
But it will be a First-Person-View and should be VR capable.
What’s the reason why without World Composition a game is not Fist-Person and VR capable?
…and besides:
Do you think your Plugin is oversized for an SiFi-Adventure-Game with a smaller Map?
I like the idea of fast stretching some hallways and changing platform altitudes.
I hope also with using DA for raw level-design I can later place puzzles, make animation scenes, place some detailed props with interactions, and so on … in the DA generated level, right?
You can pre-make levels or stream dungeons. there are number of ways to use DA in multiplayer. dont bother with world composition
@ - when will floor plan be DONE and more usefull? I mean its cool youre adding a new dungeon type like in the ziggurat but how about finishing the ones we already have?
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Is there a way for those of us who purchased via Marketplace to download from your site? Would love to update my project to 4.17
I noticed that creating mesh nodes with a mobility of “Movable” doesn’t work. They are created with a mobility of “Static” instead, both when spawning dynamically during runtime and in the editor.
A mobility of “Stationary” does work as expected.
Would be great if you could take a look at this, I’m trying to spawn a dungeon on top of not-completely-flat dynamic terrain and need to change the location of objects depending on the terrain height at that location.
Hey @ (and anyone who has been playing with this)
Can this pack be used to create outdoor map/ landscape stuff… Nothing fancy but I reckon I could use this to make multiple map & handle plants/grass placement etc.
I had a look at the Guide but not sure if there is a DA builder for the above purpose.
I picked this up and played briefly with it before the 4.17 engine update. If we’re building dynamically on mobile, I suppose using no lighting (i.e. emissive materials) and adding cull volumes dynamically is the best way to go? Or can the static lighting be pre-generated somehow?
I agree with Overall points 2 and 3 . I dont purchased this plugin yet cause im not sure if can be usefull for me … i will continue investigate your plugin to know it.