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DungeonGenerator

A (hopefully) handy Unreal Engine 5 Dungeon Generator

Updated for 5.4

Generator gif showcase

Read the full docs here: https://github.com/orfeasel/DungeonGenerator/blob/main/Docs/HowToUse.pdf

TL;DR

  • Place the dungeon generator in your level
  • Assign a static mesh for your floor tiles to FloorSM
  • Assign a static mesh for your walls to WallSM
  • Click the generate dungeon button

Options image

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dungeongenerator's Issues

Extracting Room Data?

Hey there,

I recently integrated this DungeonGenerator plugin into my project directly so I can mess around with the code in Visual Studio. I did this so I can attempt extracting the room data. The room data I want are basically the tiles that make up the room, at least the mesh and world vector position of the mesh.

I attempted to modify ADungeonGenerator::GenerateDungeon, so far I just have a "bSuccess" to show the dungeon generated successfully and a TArray<FDungeonRoomData>& DungeonRooms this FDungeonRoomData is defined as:

USTRUCT(BlueprintType)
struct FDungeonRoomData
{
	GENERATED_BODY()

public:
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "DungeonRoomData")
	FVector CenterPosition;

	/*
	 * Units in X Direction
	 * Units in Y Direction
	 */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "DungeonRoomData")
	FVector Size;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "DungeonRoomData")
	TArray<FVector> TilePositions;
};

I can correctly make and break this FDungeonRoomData via Blueprints with no issues. The issue I have is how am I suppose to retrieve the tile position data and set it to my TilePositions, set the room Size, and the world vector CenterPosition?

I already did some digging into the Dungeon Generator API code and there's a ton of custom structs and functions reasonably so, it's hard to pinpoint where exactly in the TileMatrix code the tile's vectors are set, because it looks like the Tile has x, y int 32 properties referring to the column and row we set in the blueprints.

Could anyone help me out here?

Overloaded Spawning

Spawning of Floors code is not allowed to finish before the walls start spawning
If the system hitches, low end system or on a mobile device the walls will not spawn.

Recommended that the function is delayed until floors confirmed spawned ?

Kind regards

genaration

i would like to make it generate like in the game (The Binding of isaac) with the option of more or less rooms big or small can someone pls help
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