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Procedural Dungeon v3.4.0

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@BenPyton BenPyton released this 18 Oct 15:22
· 4 commits to master since this release

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 and Get Room ID in Room class.
    • Get Path Between and NumberOfRoomBetween in Dungeon Graph class (variable Rooms in the dungeon generator).
    • Get Owning Room and Get 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 and Get Volume in Door Data class.
  • Added Level Component field in Room Custom Data to allow attaching a component automatically on the Room Level blueprint script.
  • Added a Force Visibility node in Room 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 the Dungeon Generator class to customize which pawn is used for the room visibility (useful for e.g. spectating another player).
  • Splitted the Dungeon Generator into a Dungeon 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 type Read Only Room in Choose Next Room.
    • Added an input Room Instance of type Read Only Room in On Room Added.
  • Added a node Discard Room to explicitly tell we don't want to place a room in Choose Next Room (prevent error when returning null)
  • Added Auto Discard Room If Null variable in Dungeon Generator

Fixes:

  • Fixed player's components triggering room visibility even when ignoring the Room Object Type.

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