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Dungeon Architect

That would be great! How far off is such future? :o

Btw, World Composition is for massive levels, so it can be used in any sort of game, not just FPS and not just in VR.

Note though that the rotation is definitely not being affected, the translation (position) is being affected. My example was meant to illustrate that it’s strange to apply the scale to the translation (at least I think it is).

Greetings ,
Thanks for such an awesome 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------------------------------------

  1. 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 )
  2. Add probability variable to modules ( on the builder )
  3. 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 awesome so if had a A set of modules and a B set the output would be something like AAAAA<AtoB>BBBB<BtoA>AA
  4. Custom Collision option for Snap Check ( when only the path collision matters , and is ok if exterior \ background objects collide )

Connections and Doors -----------------------------------

  1. Connections with Door Class , the Door BPs appear to zero out in world space ( however connections are in correct location ) .
  2. Doors on Connections , cant set the Connection Door class to None after having assigned it (crashes )
  3. 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.

@CorvaenOboros Thank you for the suggestions. I’ll try to get it in the next update
@rctorres I’ll have a look

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.
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?

best regards

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?

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 :wink:

@Ali - 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?

QQ图片20170816234110.jpg
why…

Because you cast a dungeon to dungeon CONFIG. get dungeon1 config then cast?

yes,,What is the problem with the blueprint?

yes,,What is the problem with the blueprint?

told you… grid dugeon config doesnt inherit from dungeon. it inherits from dungeon config.

It’s 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 / here’s a screenshot:
7f5525731c00cd648c30a25bc5b18350aed2cb24.png

[MENTION=28980]Ali Akbar[/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 Ali,

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.

I’m using version 2.6.3 with UE 4.16.3.

Hey @Ali (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 here 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 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?