I uploaded mac version of 2.7.0 to the website
whoo! thanks!
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.
Whatâs the reason why without World Composition a game is not Fist-Person and VR capable?
âŚand 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?
best regards
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?
Because you cast a dungeon to dungeon CONFIG. get dungeon1 config then cast?
yesďźďźWhat is the problem with the blueprint?
told you⌠grid dugeon config doesnt inherit from dungeon. it inherits from dungeon config.
Itâs because a Dungeon is not a dungeon config, but it *HAS *one.
You need to Get the dungeon config from your Dungeon, change its seed, then call Build Dungeon on the Dungeon itself.
edit / 's a screenshot:
[MENTION=28980][/MENTION]
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
Hi,
I noticed that creating mesh nodes with a mobility of âMovableâ doesnât work. They are created with a mobility of âStaticâ instead, both when spawning dynamically during runtime and in the editor.
A mobility of âStationaryâ does work as expected.
Would be great if you could take a look at this, Iâm 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.
Iâm using version 2.6.3 with UE 4.16.3.
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.
Thanks
I picked this up and played briefly with it before the 4.17 engine update. If weâre 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?
Thank you, brother.
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.
I second this option. Will gladly provide receipt, bank statement or any other method to prove my purchase.
Hey! I downloaded the 4.17 version of the plugin and I got this error
Any clue why I got this error? Iâm using 4.17.1, and I copy pasted to the plugin folder the 4_17 version of the pluing
Hello - I am working with the Runtime Level Builder in the Starter Kit. I want to allow saving and then loading of the levels generated with the runtime level editor. I tried saving and restoring the values from the DungeonConfig to a SaveGame object, but the only variables visible to me are Instanced, Build Time, and Seed. This does not restore the user built level when reload them from my SaveGame. What am I missing?
Wow, I built my own system like this but yours is way more polished and feature filled! Iâm sold.
Quick question, can I place slots pretty easily in the snap room areas to spawn additional things? Like enemy spawns, more random rooms within rooms, etc? And all at runtime?
First off Iâd like to say this builder is extremely professional and well made. Great work.
I have some inquires about the snap map builder however though, in 2.7.0âŚ
I saw this issue was posted before, but I wasnât able to find a solution to this.
Basically with the snap map builder, hooking together random modules, it doesnât seem to take account that doors shouldnât be facing nothing, as in empty space. Even though we have the end/branch end slots filled in with ending modules, it still picks some modules with extra doors.
Any idea as to how to solve this and have the algorithm just pick modules with the right amount of connected doors it needs? or is there a similar work around.
Thanks in advancedâŚ

