Dungeon Crawler Toolkit

Toolkit is great!
Unfortunetly I’m getting still getting crashes while using it (pure UE project works just fine).

Windows 10. Some log details below.

[2022.02.22-05.58.48:289][ 2]LogSlate: Took 0.000219 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
[2022.02.22-06.06.49:326][658]LogWindows: Error: === Critical error: ===
[2022.02.22-06.06.49:326][658]LogWindows: Error:
[2022.02.22-06.06.49:326][658]LogWindows: Error: Fatal error!
[2022.02.22-06.06.49:326][658]LogWindows: Error:
[2022.02.22-06.06.49:326][658]LogWindows: Error: Unhandled Exception: 0xc0000006
[2022.02.22-06.06.49:326][658]LogWindows: Error:
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8268a6880 UE4Editor-UnrealEd.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887be6d3b UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887d71d49 UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887d729fe UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8877438ad UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767fe4 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767e32 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887767f8d UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887772862 UE4Editor-SlateCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887b65838 UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887b6dac9 UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887b47728 UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff887b3987b UE4Editor-Slate.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ae92be94 UE4Editor-ApplicationCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ae9192b7 UE4Editor-ApplicationCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ae92e465 UE4Editor-ApplicationCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ae914410 UE4Editor-ApplicationCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ee4ce858 USER32.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ee4ce299 USER32.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff8ae92fcd4 UE4Editor-ApplicationCore.dll!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff638ef7621 UE4Editor.exe!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff638f10fcc UE4Editor.exe!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff638f110ba UE4Editor.exe!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff638f140dd UE4Editor.exe!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff638f25984 UE4Editor.exe!UnknownFunction []
[2022.02.22-06.06.49:326][658]LogWindows: Error: [Callstack] 0x00007ff638f2853a UE4Editor.exe!UnknownFunction []
[2022.02.22-06.06.49:327][658]LogWindows: Error: [Callstack] 0x00007ff8ee6d7034 KERNEL32.DLL!UnknownFunction []
[2022.02.22-06.06.49:327][658]LogWindows: Error: [Callstack] 0x00007ff8ee9a2651 ntdll.dll!UnknownFunction []
[2022.02.22-06.06.49:327][658]LogWindows: Error:
[2022.02.22-06.06.49:338][658]LogExit: Executing StaticShutdownAfterError

Any advise how make it working?

Hey Andree, glad you like the toolkit and sorry to hear that you’re experiencing issues. This is not a bug I’ve personally seen, so could you give me some more info? Is this a fresh Dungeon Crawler Toolkit project created from the vault for UE4.27? You haven’t migrated it or anything like that? Also, when does this crash happen? You say that a pure UE project works fine, do you mean that this is something that happens in a packaged project but not using Play in Editor? If so how are you preferences set up in the packaging settings?

This looks really cool. :+1:

I’m new to UE. My version is 4.2.7.
I get crashes at random, but just realized that it’s rather general issue than toolkit specific. I’m still getting crashed but will try to troubleshoot locally. I’ve created new project and seems to be at least bit more stable.
thanks!

Is there any best practices to work with any dungeon generators?
I want to speed up my workflow but when using dungeon generator I have hard times to “sync grid” (when I scale the dungeon manager then I don’t fit in previously generated dungeons).

As long as the dungeon generator is set up so that the it is working with the same size tiles as DCT it should be possible to get it working. Could you show me screenshots or clips of the issues you are experiencing?

Thanks, I figured it out.
The tile need to match size of floor and the number of tiles (X,Y) setup in dungeon manager need to match the generator settings.

This is great toolkit and great community!

Now please excuse me, I have some levels to design :slight_smile:

1 Like

Whoever makes a 1st person dungeon crawler out of this - make sure you can hotkey party attacks. As in, you can bind a key to each party member primary attack or a single key to “all attack”.

Legend of Grimrock didn’t support that. You had to manually click each party member attack on the UI. Really bad design (playing the UI not the game). Luckily Auto-Hotkey exists and fixed it making Legend of Grimrock vastly playable. :+1:

Glad you figured it out! Happy designing!

Thanks for the suggestion. I’ll add it to the list of possible features for future updates :slight_smile:

2 Likes

Oh wow nice. :+1:

Something like 1,2,3,4 for primary attack with character 1,2,3,4 and a key for “All Primary Attack” and “All Secondary Attack” would be a place to start. I don’t understand how anyone could do the tougher fights in Legend of Grimrock manually clicking those on-screen buttons. :grinning:

Any timeline for keyboard attack feature? I really can’t wait for it :slight_smile:

1 Like

The Dungeon Crawler toolkit now has a UE5 version! Dungeons are a great fit for Lumen, I think :slight_smile:

Don’t have a precise time for this. A lot of my time recently has been taken up updating my assets for UE5, but I have this feature on my list of planned additions.

Dungeons of the Amber Griffin, a game built on top of this toolkit currently has a free demo available in the Steam Next fest! The developers have done a fantastic job with the visuals and athmosphere of this game. Take a look:

1 Like

A new version has been sent to Epic. This one mainly consists of bug fixes, but also some other minor improvements:

v1.3 (live 03.11.22)

  • FIXED: Items on the ground could be picked up through stats and powers menus
  • FIXED: Updaing derived stats and switching classes during character creation lets you increase derived stats to infinity
  • FIXED: Items can be dropped through inventory if moving mouse quickly enough that cursor overlaps the dragged item icon
  • FIXED: Name and graphics settings in character creation is hard to see due to text color
  • ESC and “M” now close the character sheet instead of opening the menu if it is open
  • Made floating text sharper
  • Preventing monster movement while attacking
  • Improved formatting of graphics quality button

A new version is live for UE5.1. It adds several bug fixes, including to some issues that appeared in 5.1.

v1.3.1 (live 07.12.22)

  • FIXED: Picked up item widgets no longer following the mouse (5.1 issue)
  • FIXED: Compile error for player character (5.1 issue)
  • FIXED: If you no longer have the mana to use a power due to using another power, the first power will not be greyed out
  • FIXED: Save and wave text blocks input
  • Enabled one way level transitions if setting Transition Target to None
  • Level transitions now handled by object references (fixes a 5.1 error that causes maps not to be packaged if they are only reference by name)
  • Removed some ugly geometry in Dungeon level

Wow Dungeons of Amber Griffin looks great. :+1:

Sure does! I’m really proud that is used my asset as a foundation.

1 Like

Another new update is out! Now, it has been less than three weeks since I added the last update, but seeing that Unreal’s old input method is getting depricated in favor of Enhanced Input I felt it was needed. I made use of the opportunity to make some other changes and fix some remaining bugs. Here is the changelog:

v.1.4 (live 10.01.23): (for UE5.1)

  • Updated all input to Enhanced Input
  • Monsters now prioritize moving forward if the remaining distance to the player is equivalent to turning AND turning would not line the monster up for a ranged attack (if in range)
  • Added randomness to monster pathfinding to make them less predictable/exploitable
  • Debug option that display’s a monster’s location on the grid
  • Debug option for showing monster pathfinding
  • FIXED: When PlayerStart is placed on a higher level, the player pawn will occasionally spawn on the level below
  • FIXED: Carrying item through level transitions removes the held visual and throws an error
  • FIXED: Using shield of faith and moving to another level will make the increase permanent
  • FIXED: Pathfinding movement cost calculations were incorrect (which was inconsequential as they were not used before, but now they are)

New update is out. This update ended up being the biggest update in terms of new features since release! I might have been inspired by the amazing Dungeon Crawler Jam.

The jam is a biyearly event and participants are allowed to use assets during the jam. Whispers of Fate by Maddie, which made use of the Dungeon Crawler Toolkit, got first place out of nearly 200 submissions! Check it out here.

Anyways, here is the list of fixes and new features:

v.1.5 (live 25.05.23): (for UE5.2)

  • UI Arrow button input option for movement (for an old school feel or for touch screens).
  • “Max load” stat based on strength. If carrying items waying more than max load for any character the player cannot move.
  • Instantaneous movement option (can be toggled in menu).
  • Fresnel outline is displayed on items and interactables when they are in range and the player mouses over them.
  • Added two new monsters made by Quaternius. A dragon and a mushroom. These replace the fire and ice slimes in the demo maps.
  • FIXED: Curve_Float_Steps did not output correct values, resulting in several derived stats (like Ability Points) not updating properly (UE5.2 specific)
  • FIXED: Monsters sometimes turn back and forth a few times when blocked by another monster.
  • FIXED: Check to see if monster was facing player was too sensitive. Sometimes caused monsters not to attack or to path incorrectly.
  • FIXED: The key for the keyholes in the demo dungeon would sometimes drop to the floor instead of unlocking doors.
  • Improved lighting performance.
  • Number keys can now be used to activate mini character slots.
  • Adding powers to starting equipment of character classes by default (so they are already equipped at startup).
  • Parameter for showing and hiding the debug decal helper grid of the Dungeon Manager (and is now enabled by default).
  • Improved the look of the default UI somewhat.
  • Replaced the default fonts with Source Sans and Source Serif
  • Using metasound for choosing random step sounds in pawn
  • Translucent backgrounds for powers
  • Replaced BP_Item adjacency check with interact range set in the item for picking up items.

Here is a clip showing the new arrow input and instant movement options:

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A new update is out for UE5.3 with several new additions.

v.1.6 (live 13.09.23):

  • Player light source manager that lets the player equip light emitting items, cast light spells etc. Added glowing sword and Light spell to demonstrate this.
  • Scrolls (single use items for Powers).
  • Added skill tomes that permanently increase stats when read.
  • Optimization: Slots enabling on level up (for powers) now event based rather than on tick and only for Power slots.
  • You can now specify which slot effects should run when an item is loaded
  • FIXED: Dart was missing the Consumable use rule and did not decrease on use.*
  • FIXED: Reverted LevelTransition actors to use name variables to hold the target level. Workaround for engine bug that clears soft references at runtime.