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Releases: BenPyton/ProceduralDungeon

Procedural Dungeon v2.1.2

06 May 19:39
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  • Fixed occlusion culling system not disabled by the plugin's setting.
  • Fixed compilation issues (#26).
  • Fixed room triggers returned by "trace by channel" functions (#27).
  • Added an error message and the GenerationFailed event when the dungeon generator didn't generated a valid dungeon after exhausting all the retries (#29). Also now the dungeon will not spawn anymore in that case.

Built for Unreal Engine 4.25, 4.26, 4.27, 5.0, 5.1 and 5.2.
To install it, follow the instructions in ReadMe.md.

An example project is available (made with 4.26 and 5.0, but engine version can be changed easily 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.

Procedural Dungeon v2.1.1

28 Mar 09:13
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  • Make doors replicating over network, and thus usable in multiplayer games
  • Added RoomData assets validation to notify users when something is not correctly setup (levels and doors)
  • Improved a little the TriggerDoor class with a native event to check which actors can trigger the door
  • Deprecated the OpenDoor and CloseDoor functions in favor to a unique Open(bool) function
  • Various fixes

Built for Unreal Engine 4.25, 4.26, 4.27, 5.0 and 5.1.
To install it, follow the instructions in ReadMe.md.

An example project is available (made with 4.26 and 5.0, but engine version can be changed easily 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.

Procedural Dungeon v2.1.0

11 Mar 18:54
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  • Greatly improved occlusion culling performance (using Octree instead of box overlapping)
  • Added visibility distance to occlusion culling system for room visibility (read wiki for more info)
  • Added Dynamic actors occlusion culling (read wiki for more info)
  • Deprecated RoomLockerBase and exposed the locking state of rooms in room's level blueprints and door actors.
  • Improved debug drawings (draw a cross for not connected doors instead of arrows, draw current player's room in green instead of red)

Built for Unreal Engine 4.25, 4.26, 4.27, 5.0 and 5.1.
To install it, follow the instructions in ReadMe.md.

An example project is available (made with 4.26 and 5.0, but engine version can be changed easily 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.

Procedural Dungeon v2.0.2

11 Sep 19:58
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  • Removed static streaming level id, allowing multiple DungeonGenerator actors generating at the same time.
  • Added a DungeonGenerator parameter to place the dungeon's rooms on the actor location and rotation (default disabled)
  • Fixed blue bounding box for doors showing the offset in the door blueprint preview.

Built for Unreal Engine 4.25, 4.26, 4.27 and 5.0.
To install it, follow the instructions at the end of the ReadMe.md

An example project is available (made with 4.26, but engine version can be changed easily, there is also for UE 5.0).
Make sure to install the plugin in your engine to be able to open the example.

Procedural Dungeon v2.0.1

13 Nov 16:17
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  • Added accessors in blueprint to get and set the seed
  • Added back some utility functions to count and check existence with data types (in addition to data instances)

Built with Unreal Engine 4.25, 4.26, 4.27 and 5.0.
To install it, follow the instructions at the end of the ReadMe.md

An example project is available (made with 4.26, but engine version can be changed easily, there is also for UE 5.0).
Make sure to install the plugin in your engine to be able to open the example.

Procedural Dungeon v2.0.0

01 Nov 20:40
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/!\ BREAKING CHANGES /!\
(This is why the major version number has increased)

  • Now use RoomData instances instead of blueprint classes

Built with Unreal Engine 4.25, 4.26 and 4.27.
To install it, follow the instructions at the end of the ReadMe.md

Procedural Dungeon v1.2.2

22 Aug 14:47
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Fixed crashes when returning none in ChooseFirstRoomData or ChooseNextRoomData.
Updated the year in the LICENSE file, and added the license notice in code files.

Built with Unreal Engine 4.25 and 4.26. (unfortunately I can't build for 4.24 anymore...)
To install it, follow the instructions at the end of the ReadMe.md

Procedural Dungeon v1.2.1

14 Apr 16:56
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Fixed packaging errors when installing the plugin in the engine. (now, blueprint only project can use the plugin)

Built with Unreal Engine 4.24, 4.25 and 4.26.
To install it, follow the instructions at the end of the ReadMe.md

Procedural Dungeon v1.2.0

25 Mar 21:28
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Added an option to allow room loop in the dungeon.
Fixed multiple instances of door at one door place.

Built with Unreal Engine 4.24, 4.25 and 4.26.
To install it, unzip the content in the Plugins folder of your project.

Procedural Dungeon v1.1.0

21 Feb 16:18
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Added the Depth First and Breadth First generation types.
Refactored the DungeonGenerator code to allow override of functions in C++ as well.
Added option to display the generation logs on screen too.

Warning!!!
Some changes from the refacto break override of functions in Blueprint from previous versions of the plugin. Thus you have to copy/paste the content of the previous functions inside the new ones.

Built with Unreal Engine 4.24, 4.25 and 4.26.
To install it, unzip the content in the Plugins folder of your project.