Procedural Dungeon v3.4.0
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 room count limit in plugin settings to prevent some infinite loops during the dungeon generation.
- Added various utility functions:
Get Connected Room Index
,Get Doors With
andGet Room ID
inRoom
class.Get Path Between
andNumberOfRoomBetween
inDungeon Graph
class (variableRooms
in the dungeon generator).Get Owning Room
andGet Owning Room Custom Data
in a blueprint library (accessible from any actor/component placed in room levels).Get Compatible Doors
,Has Door of Type
,Has Custom Data
,Get Size
andGet Volume
inDoor Data
class.
- Added
Level Component
field inRoom Custom Data
to allow attaching a component automatically on theRoom Level
blueprint script. - Added a
Force Visibility
node inRoom
class to force the visibility even when the player is not in it (useful for e.g. cutscenes). - Added
Get Visibility Pawn
overridable function in theDungeon Generator
class to customize which pawn is used for the room visibility (useful for e.g. spectating another player). - Splitted the
Dungeon Generator
into aDungeon Generator Base
class, allowing to create custom generation algorithms (only C++ as of now). - Added a
Read Only Room
interface to allow access to some variables during the generation process.- Added an input
Current Room Instance
of typeRead Only Room
inChoose Next Room
. - Added an input
Room Instance
of typeRead Only Room
inOn Room Added
.
- Added an input
- Added a node
Discard Room
to explicitly tell we don't want to place a room inChoose Next Room
(prevent error when returning null) - Added
Auto Discard Room If Null
variable inDungeon Generator
Fixes:
- Fixed player's components triggering room visibility even when ignoring the
Room Object Type
.
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