Procedural Dungeon v3.3.0
Pre-built for Unreal Engine 4.27, 5.1, 5.2, 5.3 and 5.4. (WINDOWS ONLY)
To install it, follow the instructions in the wiki page.
An example project for UE5 is available here (you can change easily the engine version with a right click on the .uproject file).
Make sure to install the plugin in your engine or in the example project to be able to open the example!
If you have any bug or crash, feel free to open an issue in the Github repo.
If you have suggestions, questions or need help to use the plugin you can join the Discord server dedicated to this plugin.
What's changed?
New features:
- Added a blueprint node to select a random room with weights (non-uniform random).
- Added dungeon limits for room placement. If set, rooms will not be placed outside of the limits.
- Added a
Static Room Visibility
component with reduced computation over the non-static one (used for directly placed actors in room levels that will never go out of it at runtime). - A tag
Ignore Room Culling
can be added to directly placed actors in room levels so they will be ignored by the room level automatic occlusion (before, only replicated actors were ignored). You can use a(Static) Room Visibility
component to manage their visibility like you want instead. - Added a
Get Progress
function inDungeon Generator
class to keep track of generation progress and make progress bars easily. - Added an
On Fail To Add Room
event, called after exhausted all tries of placing a room without success. - Added a
Cleanup Room
function inRoom Data
class as a counterpart of theInitialize Room
one. - Can now tweak the max generation tries and max room placement tries in the plugin's settings.
- Added accessor to generator's
Rooms
variable in C++ outside of child classes. - The door debug box (blue) will now turn orange if multiple doors are on the same place.
- Now the
RoomData
's level will be automatically filled if empty when the data is selected in the Dungeon Room Editor mode.
Fixes:
- Crash when running in new PIE window in 'Play as Client' when a DungeonGenerator actor is in the launched level.
- Fixed missing call to
On Room Added
event for the first room. - Fixed
RootComponent
of door actors to be able to edit them in editor. - Fixed door actors so that they always spawn, regardless of the actor's parameter.
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