Procedural Dungeon v3.5.0
Pre-built for Unreal Engine 4.27, 5.2, 5.3, 5.4 and 5.5. (WINDOWS ONLY, you'll need to compile it yourself for MacOS and Linux)
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:
- [EXPERIMENTAL] Added a save/load system for the dungeon, made to be easy to integrate in your save games.
- Added a
Deterministic Random
component to provide an easy access for an independent random stream in your actors, deterministic with the dungeon's seed. - Added a
Simple Guid
component to easily provide a runtime guid for your actors, also compatible with the deterministic random component and the new experimental dungeon saving feature. - Added a boolean in the
Dungeon Generator
to block interactions with the navigation system (no navmesh rebuild forced by the plugin). - Added a boolean in the plugin settings to hide the debug drawing in game (display the debug drawings only in editor's viewport, not in PIE or packaged game)
Door Type
assets now have 2 new variables:- A color variable to customize the color of the door's debug box.
- An offset variable to allow a different door offset per door type.
- Added some new nodes:
- A
Number of Room Between
node taking theRead Only Room
interface directly as inputs. - A
Get Room At
to retrieve a room at a certain dungeon cell. - A node to convert a
Door Direction
enum into aInt Vector
.
- A
Changes:
- You can now search the functions in the
Rooms
variable directly in the generator, the variable getter will be created and linked automatically. - Door debug colors are not used anymore to display the status of the doors (valid/invalid, can/can't place) because their color can be customized.
- The room's debug drawings are now always displayed when in the editor's room mode.
- Added
Room Instance
in inputs of theChoose Door
function (the room data input is now deprecated in favor toGet Room Data
of the room instance) - Deprecated the
Get Random Stream
node because the generator's random stream is not updated when using this node. You will need to use theRandom Stream
variable getter instead.
Fixes:
- Fixed multiple issues with multiplayer synchronization (e.g. when clients reconnect, etc.).
- Fixed compatibility of door actors with the
Room Visibility
components. Doors can now be used in room levels without visibility issues. - Fixed UE 4.27 circular dependency error when compiling/packaging the game with the plugin.
- Fixed crash in editor's room mode when removing the
Room Data
while the Door tool is active.
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