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Dungeon Architect Release Notes [UE4]

CHANGELOG: Dungeon Architect

Version 2.13.2

  • New: Added 4.23 Engine support
  • New: Save / Load custom state while the dungeon is being built. This allows you to track the no. of objects spawned (by setting or incrementing a variable) and later checking against it from selector / transform / spawn blueprints

Version 2.13.1

  • Fix: Fixed unloading issues with the snap map builder's module levels. This was causing issues while saving maps and taking up memory
  • Fix: Actor replication in snap map modules were not working correctly

Version 2.13.0

  • New: Major upgrade to the Dungeon Flow editor with the new Visualize and Debug tabs on the top right. More info here
  • Fix: Pasted markers in the theme editors were not being deleted in some cases

Version 2.12.0

  • New: Added 4.22 Engine support
  • New: Added weights to theme override volumes so if they overlap, the volume with the larger weight gets its theme applied
  • New: Theme editor has an option to force rebuild the preview viewport's dungeon layout, which will be a little slow but more accurate, in case of custom marker emitter blueprint usage
  • New: Removed Apex Destructible plugin dependency from Dungeon Architect and the custom Destructible mesh node support. However, destructible meshes are still supported. (Drag drop your destructible meshes on the theme editor)
  • Fix: Paint mode now properly shows the colored layout, which was not being shown in some cases
  • Fix: CityBuilder adds large city blocks (greater than 3x3) correctly
  • Fix: Marker emitters on custom placed platforms (using platform volumes or painted cells) were having their Z registered incorrectly making objects float on air
  • Fix: Improved the debug draw's performance in the theme editor's viewport window

Version 2.11.2

  • Fix: Fixed a packaging issue on older engine versions by performing a check while shutting down the plugin

Version 2.11.1

  • Fix: Fixed an issue where SnapMap builder was not connecting properly to duplicated connection actors
  • Fix: Added Category to UFUNCTIONs to avoid compile errors while packaging
  • Fix: Disabled finding of default minimap material to avoid warning popup dialogs

Version 2.11.0

  • New: Dungeon Flow Editor - Design and control the flow of your dungeons using this powerful new feature using Graph Grammars
  • New: Snap Map Builder: A new builder that allows you to stitch pre-made rooms together using the dungeon flow system. This builder has now been moved out of work in progress state
  • New: Mini Map framework - Generate procedural mini-maps for your dungeons and decorate them with your materials. It supports fog of war, static and dynamic icons and other features
  • New: Level Streaming Framework - A reusable node based level streaming framework that loads only the nearby accessible rooms on demand, keeping the framerate high
  • New: Level Streaming Navigation - Optimized level navigation system that properly updates as new new chunks are streamed in
  • New: Proto Tools - New Prototyping art assets to quickly create dungeon pieces and rooms for your SnapMap builder
  • New: Modes Category - The modes window now has placement categories for Dungeon Architect and ProtoTools to easily find and drop related actors on to the scene
  • New: Added a sample game to demonstrate the new Snap Map dungeon builder
  • New: Added blueprint access to cluster themes
  • New: Theme editor supports drag-drop of any type of asset from the content browser. If it doesn't understand an asset (e.g. Paper2d, Prefabricator), it would create an actor node and ask the engine to initialize the template. This removes the previous limitaion of supporting third-party plugins
  • New: Theme editor shows better thumbnail for the actor node by showing the thumbs of the asset it uses. If it cannot find one, it falls back to the class type icon like before
  • Fix: Fixed a null pointer issue with the marker emitter node in some cases of bulk deletion
  • Fix: Fixed all level streaming stability issues
  • Fix: The snap map builder generates the dungeon from the Dungeon Actor's location instead of (0,0,0)
  • EXPERIMENTAL: Grid Builder Thick Wall/Door Support - Redesigned the grid builder layout strategy to fully support thick walls and doors (i.e. walls/doors taking up one full tile, instead of an edge)

Version 2.10.0

  • New: Added Engine 4.21 support
  • New: Added a search field and scroll bar in the theme editor's Markers window
  • New: Added a new 'Dungeon Architect' category in the Level editor's Modes panel. This lets you easily place dungeon related actors in the level
  • New: Added an experimental cell distribution method in the Grid Builder. It is fast and lets you create large dungeons by specifying the dungeon width and height. More info here: https://coderespawn.page.link/jTpt
  • New: The Mission graph editor's (Dungeon Flow) RHS graph grammar rule take in weights and are randomly selected based on the weights during substitution
  • New: Added blueprint access to the cluster theme list in the dungeon actor
  • Fix: Fixed an optimization issue with the grid builder
  • Fix: Fixed a Content Browser spawn bug in the theme editor

Version 2.9.3

  • Fix: Fixed a crash issue on stand alone builds due to editor only objects in snap connection actor
  • New: Added IsNearMarker function back in. This function is useful for querying nearby markers in the scene from your transform / selector logic BP

Version 2.9.2

  • Fix: Fixed compile issue with the snap map connection actor

Version 2.9.1

  • Fix: Fixed a crash issue in standalone builds launched from the editor
  • New: Level streaming supports unloading of hidden maps from memory

Version 2.9.0

  • New: Added 4.20 Engine compatibility
  • New: Added level streaming support on the Snap Map builder
  • New: Early implementation of the Dungeon Flow system using graph grammar (mission editor)
  • Update: Improved the stability of Snap Map builder

Version 2.8.3

  • Update: Added 4.19 Engine compatibility
  • Fix: Custom markers emitted from the theme file are visible in the event lister's OnMarkerEmitted event

Version 2.8.2

  • Fix: Fixed an error while packaging the project

Version 2.8.1

  • Update: Restored the old snap builder and moved the new snap builder that was introduced in 2.8.0 to a separate builder named "SnapMap"

Version 2.8.0

  • New: Added 4.18 engine compatiblity
  • New: Redesigned the snap builder. The snap modules can now be designed in individual map files
  • New: Added an editor for the Snap connections which lets you define the door and the wall meshs
  • New: Added a generic graph based Level streaming framework which the other builders can use
  • New: The snap builder now supports level streaming
  • New: Updated the C++ code to use IWUY headers to make the compilation in dev mode faster. Since this feature is available in the engine since 4.15, the minimum compability has been changed from 4.12 to 4.15
  • Update: Refactored and cleaned up the landscape rasterizer code
  • Update: Since the APEX Destruction code in unreal engine has been moved to a plugin system, DA now references this plugin as a dependency
  • Fix: Static Mesh mobility is correctly set after spawning from a mesh theme node
  • Fix: Landscape rasterizer now produces correct results when the the landscape actor is not in origin
  • Fix: Duplicated dungeon actors no longer destroy the meshes from the other dungeon actor on rebuilds
  • Fix: Fix Snap builder door connection issues

Version 2.7.0

  • Marker replacement volumes now run after all the Marker Emitter blueprints have emitted their markers
  • Fixed a bug in the grid builder that was causing doors to not create properly in some cases
  • Fixed a crash issue with the Actor theme node
  • Improved the stair connection model
  • Refactored the SceneProvider C++ API to take in a context object
  • Fixed a bug with pooling where actors from another dungeon where deleted
  • Exposed the snap confiugration to blueprints
  • Exposed the grid tool paint data to blueprints
  • Added wall separators to floorplan builder

Version 2.6.3

  • Fixed a critical bug with theme files that was crashing standalone builds
  • IsNearMarker grid query function also retuns the number of nearby markers found nearby

Version 2.6.2

  • Added 4.16 engine support
  • The paint tool can now also paint rooms instead of just corridors
  • Fixed a bug with the paint tool now working with multiple dungeons in the same map

Version 2.6.1

  • Fixed static lightmap baking issues with instanced mesh dungeons
  • Fixed a bug with PostDungeonBuild Listener Event which was getting fired before all the dungeon actors were spawned
  • Fixed Spatial Constraints not working on standalone build
  • Fixed a crash issue if Landscape modifier is enabled and the dungeon is built at runtime
  • Fixed a crash issue with the IsNearMarker node if the builder pin was not plugged in
  • Added a new help system to launch the documentation links from within the editor. This can be invoked from the Dungeon Actor's details panel or from the theme editor's toolbar
  • Added height variations to the custom grid builder

Version 2.6.0

  • Landscape Transformation: Landscapes can now be automatically modified (height and paint data) when the dungeon is built. Since the engine supports only landscape modification from within the editor, this works only at design time and not runtime
  • Added a content browser to the theme editor window
  • Theme asset files now show a thumbnail, captured from the preview viewport.
  • Added drag drop support on the theme editor. You can now drag and drop meshes, blueprints, particle systems etc to the theme editor and a node will automatically be created
  • Added more parameters to the Grid Transform Logic, similar to the parameters in the Grid Selector Logic
  • City Builder: Added spatial constraint on the simple city builder
  • Selectors can now query nearby markers. These are great for not spawning blocking items near doors and stairways
  • Custom Builder: Added a custom grid builder that makes it easier to create your own dungeon layouts using high level blueprint functions
  • Snap Builder: Fixed Snap door state issues on level reload
  • Increased the default value of grid config's Door Proximity Steps from 2 to 6 for better quality door removal by default on dungeons
  • Added a new snap demo level in the quick start guide

Version 2.5.0

  • Added support for 4.15
  • Updated the road network of the City builder to randomly remove edges and create a more natural looking layout
  • Houses in the City Builder now face the road side. House cells not accessible through roads are promoted to Parks
  • Added a new function in the Grid Query System to find adjacent cells from an edge marker (like wall / fence). New example added under DA_Misc_Examples/Maps/WallQueryDemo
  • Added addtional parameters (Query System and World Transform) to the Grid Selector Logic for more control
  • Increased the default stair connection tollerance from 3 to 6 for better results with the default configuration
  • Fixed initialization issues with the actor node in the theme editor
  • Rewritten the snap builder to use blueprints, instead of levels for modules. This greatly improves the performance and stability. Still has issues with door states and remains a work in progress
  • Added a snap demo example with 20 modules of various sizes

Version 2.4.0

  • Clustered theming allows different themes to be automatically applied to different parts of the dungeon. This helps in adding variation to the level
  • Event listeners can now modify the marker positions before they are sent to the theming engine, giving more low level control
  • Added an experimental city builder to build simple city layouts
  • Added variations to the city builder by randomly merging nearby city blocks
  • City blocks of custom sizes are supported (e.g. 1x2, 4x5 etc). This helps in placing larger structures (e.g. parks, parking lots, larger buildings etc)
  • Fixed scaling issue with actor nodes
  • Fixed physics errors with certain actors while rebuilding the dungeon. Actors spawned by the actor node are not reused on a dungeon rebuild. Instead, they are destroyed and recreated to avoid physics errors
  • Dungeons spawn in the correct level when used with world composition, instead of always spawning in the persistant level
  • Fixed lightmass warnings on light actors while building lighting
  • Added a helper function in the Isaac builder to clear the styling information from specified isaac room (useful for creating large spawn / boss rooms)
  • Added new misc examples in the quick start guide

Version 2.3.1

  • Fixed various bugs with Actors not spawning correctly from the Actor Node in some cases
  • Fixed a crash issue while copying Actor nodes in the theme editor

Version 2.3.0

  • Fixed a critical bug with runtime dungeons not spawning meshes properly
  • Actor Nodes are now customizable. Blueprints or actors spawned by the Actor node can have any of their properties customized from the theme editor
  • Added Spawn Logic Blueprints, which are attached to the visual nodes and get executed when the actor is spawned on the scene, giving more control on the customization of the spawned actor
  • Display a "Work In Progress" warning message in the Dungeon actor's details window if an experimental builder is selected
  • Added Documentation entries for Dungeon Architect in the editor's Help menu. The quick start guide, user guide and video tutorials can be launched from there

Version 2.2.1

  • Added 4.14 engine compatibility
  • Fixed navigation issues with the snap builder
  • Added a RemoveDuplicateDoors flag in the snap config to remove/retain the adjacent door between two snap modules
  • Use a cleaner engine API to copy the properties of actor templates in the theme graph (for mesh and light nodes)

Version 2.2.0

  • Created a Query interface for advanced gameplay logic
  • Added new set of examples to demostrate the Query interface (for grid and isaac builder). Refer the examples in the quick start guide (DA_Query_Examples)
  • Added a Marker Replacement volume to detailed fine tuning of the level. You can use this to manually add / remove doors, walls etc after the dungeon is built
  • Major improvements on the Snap Builder. It uses world composition to stream modules in
  • Added foliage support to the Snap Builder
  • Various bug fixes in the snap builder
  • Created a new type of builder named SimpleCity (Experimental)

Version 2.1.11-beta.2

  • On dungeon destroy / rebuild, unused module instances are cleaned up properly
  • Fixed a crash bug by streaming in the modules in the game thread

Version 2.1.11-beta.1

  • Snap builder now uses world composition to build the scene. This retains all the other engine features in the modules like lightmaps, foliage, level blueprint scripts etc

Version 2.1.10

  • Fixed a bug with duplicate WallHalf and WallHalfSeparator meshes in the Grid Builder
  • Fixed a bug where overlapping fence and walls were created with some elevated rooms in the Grid Builder
  • Optimized the performance of the Snap Builder by fixing a caching issue
  • Fixed a bug where the end modules were also created in the end of branches in the snap builder
  • Added support for branch end modules in the snap builder
  • Added a flag in the Snap Module Info actor to ignore module count when inserted into the scene. This is useful if you do not want certain types of modules (e.g. small corridors) to contribute to the overall module count
  • The Snap door caption is now hidden while playing

Version 2.1.9

  • Added a new Destructible Mesh node in the theme graph
  • Updated the quickstart guide with a new DeathMatch multiplayer demo
  • Major improvements to the snap builder algorithm
  • Fixed a stair issue where stairs attached to redundant doors were not removed along with the doors
  • Snap builder dungeons are created relative to the dungeon actor's transformation instead of starting from origin
  • The Door editor hides the Static Mesh field when blueprint type is selected from the drop down list
  • Added a sprite to the SnapModuleInfo actor for better usability

Version 2.1.8

  • Added improvements to the snap builder algorithm with a better search / growth algorithm
  • Added module info actor to specify metadata about the actors
  • Doors can now attach only to certain types of modules, as specified in the metadata

Version 2.1.7

  • Fixed a bug in the grid builder which was sometimes causing unreachable corridors
  • Improved the snap builder algorithm by adding more exhaustive search while building
  • Other small improvements to the grid builder and snap builder algorithms

Version 2.1.6

  • Added 4.13 engine compatability
  • Added a preview settings tab in the theme editor to support the engine's new advanced viewport preview feature introduced in 4.13

Version 2.1.5

  • Fixed adjacent door issues with the Grid builder. Redundant doors are no longer created and it can be controlled through a parameter

Version 2.1.4

  • Fixed a crash issue in non-editor build due to a bug in the SnapDoor actor

Version 2.1.3

  • Added a Start / End Module in the snap builder for spawn and final boss fight rooms
  • Implemented the MaxDepth parameter in the Snap builder. This lets you control how deep a branch can go from the starting point
  • Snap Doors actors show the name of the door asset on top of them to differentiate between different door types during module design
  • Added tooltips to the snap builder configuration

Version 2.1.2

  • Theme editor now shows the dungeon properties by default if nothing is selected
  • The default marker for the selected builder are automatically created in the theme editor when the builder type is changed from the properties window
  • The snap builder connects modules together based on matching door assets.
  • Floor plan buildings can be created anywhere on the map, based on the dungeon actor's transform (arbitrary volumes are not working yet)
  • Ported all the quick start samples to version 2.x
  • Fixed runtime generation issues with the snap builder dungeon due to mesh mobility
  • Created a new Quick Start guide in the new documentation platform
  • Fixed breaking changes in C++ under OSX
  • Fixed a bug in the cell comparison function of the grid builder
  • Fixed all header compile errors in C++ if compiled without Unity build flag set to false in the build configuration
  • Removed the save dialog location prompt while upgrading a version 1 theme file. The upgraded file is created in the same directory with a "_v2" prefix

Version 2.1.1-beta

  • Recompiled for 4.12.5

Version 2.1.0-beta

  • Implemented the Snap Builder algorithm.

Version 2.0.0-beta

  • Initial version of 2.0

Version 1.5.0

  • Major improvements in the stair connection system. It has been re-written to be more robust
  • Added selector affinity override flag, so that the selector logic can optinally respect the affinity varaible
  • Improved the Graph node transform property editor for multiple selections. Moved the node offset to a separate category in the details view for better usability
  • Fixed a crash issue when some actors (e.g. characters) were spawned in map using the actor node
  • The theme file can now be referenced from blueprints. This lets you switch themes on a level during runtime with blueprints. New demo added showcasing this
  • Fixed various bugs with doors, platform volumes and stairs

Version 1.4.0

  • Major performance improvements in the theme graph editor. The preview scene is populated over multiple frames to avoid stalling the UI thread and making the UI more responsive
  • Added an experimental Cave Builder. Added a cave builder sample to the quick start guide
  • Added 2D version of the Cave Builder. Added a 2D cave sample to the quick start guide

Version 1.3.0

  • Added a Mirror Volume for creating symmetrical dungeon layouts (e.g. for strategy /.moba games)
  • Mesh nodes have a "Advanced Options" section for more control (e.g. for setting physics, shadowing etc)
  • Internal refactoring to make DA more modular and extensible
  • Created extension points to let external modules plug in new type of nodes into the theme editor (e.g. paper2d nodes)
  • Created extension points to let an external scene provider render any type of geometry in the theme editor's viewport without knowing the implementation details (e.g. sprites)
  • Fixed a bug where static actors were not having their transforms updated when the dungeon was rebuilt at runtime
  • Dynamically spawned light actors no longer give mobility warning message in the output log (fix suggested by sch5, Thanks!)
  • Lights were not spawned in dungeons when it was rebuilt at runtime (fix suggested by sch5, Thanks!)
  • Added new demos

Version 1.2.1

  • Added marketplace URL in the uplugin manifest file
  • Added the dungeon theme entry to the "Basic Assets" section of the content browser context menu
  • Fixed the plugin styling code not finding the icons on the Editor Mode tab

Version 1.2.0

  • Improved randomness in the builder algorithm by removing repeated reinitializations on the random stream
  • Added random stream parameter to selector logic and transform logic
  • Disabled threading on the builder as the layout generator is not a bottle neck but was causing issues running blueprints in a different thread. The layout is built on the main game thread and the meshes are spawned over multiple frames
  • Added helper functions get query the room spatial dimentions
  • Added variable lane width customization in the dungeon builder config
  • Fixed a dungeon building bug in the theme browser's preview port where the dungeon layout was not built accurately as per the config

Version 1.1.5

  • Fixed a dungeon selection bug in the editor paint mode. Users can now switch to a different dungeon to paint on by clicking on the dungeon actor in the world outliner
  • Added a docs folder with user guide, video tutorials and quick start sample pages

Version 1.1.4

  • Added the ability to preview custom markers within the theme editor (Theme Editor > Preview 3D Viewport > Properties > Dungeon > Marker Emitters)
  • Added helper functions to deal with cell bounds more easily from within blueprints
  • Added the ability to preview actors in the 3D preview viewport of the theme editor
  • Fixed a build issues
  • Added copyright notice to source files

Version 1.1.3

  • Added backward compatibility to theme files when instanced mesh scene provider is used
  • Added a custom Marker Emission framework. Users can now emit their own markers anywhere in the scene using blueprints
  • Added NotBlueprintable to Dungeon actor's UCLASS macro so that the dungeon actor cannot be converted into a blueprint
  • Fixed a crash issue in the dungeon actor if no builder is assigned.
  • Removed the base selector and transform rule classes from the drop down list in editor as they are meant to be implemented, rather than used

Version 1.1.2

  • Fixed issues with game code not building due to editor specific code. Added WITH_EDITOR macro
  • Fixed breaking changes with XCode clang compiler to make it work with OSX

Version 1.1.1

  • Fixed instanced mesh builder crash issue
  • Fixed a crash issue due to particle systems not setting their templates in the main game thread

Version 1.1.0

  • Added billboard component to the dungeon actor
  • Added tooltips to the various fields in the dungeon configuration structure
  • Added tooltips to the theme graph node property fields
  • Fixed a crash issue with entering dungeon paint mode when the scene has no dungeon actors
  • In Paint editor mode, the cursor is not shown when the camera is moved around
  • Added undo support in the dungeon paint mode
  • Fixed an infinite loop error when a cycle is formed in the graph. Cycles are now disallowed by the theme graph editor
  • Refactored the dungeon marker emission API so users can design their own dungeon algorithms within blueprints or C++
  • Added an experimental organic builder that works with landscapes. The layout is carved into the landscape (work in progress)
  • Added a new button in the dungeon actor to modify the dungeon builder's properties (e.g. a user defined BP based dungeon builder can expose customizable parameters, and these can be edited from the dungeon actor)
  • Spawned dungeon items are placed a dungeon specific folder to avoid cluttering up the scene outliner
  • Instanced static mesh generator now properly supports material override
  • Dungeon model is now accessible from blueprints. This lets you loop through the cells and doors from blueprint

Version 1.0.0

  • Switched to sematic versioning

Version 1.29-beta

  • Created a branch for 4.9 and fixed breaking changes for UE4 4.9 release for both Windows and Mac
  • Disabled the Selector instance spawner pool database. The template defined by the user is used directly. (See known issues)

Version 1.28-beta

  • Removed redundant assignment in the scene provider's constructor.
  • Added dungeon repositioning based on the dungeon actor's offset
  • Applying a negation volume pass early on to remove room connections from rooms that are within the volume
  • Added reverser flag to negate the effect of volumes. This is useful to negate the negation logic (i.e. remove everything inside the volume, or everything outside the volume). Also works with theme override
  • Since volumes cannot be spawned from the editor, added a feature to use the transform of the volume as bounds
  • Added a base dungeon volume for all the other volume actors. Fixed dungeon height offsets relative to the actor's transform
  • Moved grid cell lookup from the dungeon builder to the dungeon model

Version 1.22-beta

  • Changed the unique identifier used for tagging the dungeon objects. Swithced to a GUID instead of the engine assigned object id since it changes when the map is reloaded

Version 1.21-beta

  • Fixed a bug where empty static mesh actors were being created with null static mesh references

Version 1.20-beta

  • Fixed a bug where components were not properly registered in the blueprint based instanced mesh actor
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