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