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Releases: BenPyton/ProceduralDungeon

Procedural Dungeon v3.8.1

04 Apr 14:43
705c942

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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.

⚙️ Installation

To install it, follow the instructions in the wiki page.

Available below are pre-built open-source version for Unreal Engine 4.27, 5.3, 5.4, 5.5, 5.6 and 5.7.
WINDOWS ONLY you'll need to compile it yourself for MacOS and Linux, or get the Fab release instead

This plugin is also available on Fab if you prefer the plugin under the Fab Standard License!

📋 What's changed?

🛠️ Fixed

  • Fixed auto-migration of Door Type variable from Door actor to its Door Component.

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If you like my plugin, please consider tipping:

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Procedural Dungeon v3.8.0

03 Apr 16:35
a40b005

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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.

⚙️ Installation

To install it, follow the instructions in the wiki page.

Available below are pre-built open-source version for Unreal Engine 4.27, 5.3, 5.4, 5.5, 5.6 and 5.7.
WINDOWS ONLY you'll need to compile it yourself for MacOS and Linux, or get the Fab release instead

This plugin is also available on Fab if you prefer the plugin under the Fab Standard License!

📋 What's changed?

✨ Added

  • Added the Door Interface to be implemented on an actor or an actor component.
  • Added a Door Component to add door logic and events on any actor (already implements Door Interface).
  • Added Dungeon input to the Room Constraint's Check function.
  • Added a Count Limit built-in constraint, to limit the number of the room data generated in the dungeon.

✏️ Changed

  • Now, multiple bounding boxes can be defined for a room, allowing more freedom and creativity in your room design.
    • You can add or remove boxes directly from the array in the Room Data asset.
    • Edit them with the Dungeon Room editor mode.
  • Door actors now uses the new Door Component for their logic.
  • The doors' Open/Lock states are moved from the actors to the Room Connection, allowing you to lock or open individual doors earlier (e.g. during the Initialize Dungeon event).

🛠️ Fixed

  • Fixed Linux compilation error

🗑️ Deprecated

  • Deprecating Door actors as their logic has been moved into the Door Component. The Door actor class will be removed in a future version of the plugin.
    To convert your existing doors, reparent them to the Actor class (or any other actor class you want) and add the Door Component on them. Then, bind to the events (like On Open, On Lock, etc.) to the component events instead.
  • Deprecating First Point and Second Point variables of Room Data as they are superseded by the array Bounding Boxes. They will be removed in a future version of the plugin.
    Conversion is automatically done on asset load, but to make it permanent and avoiding data loss when they will be removed from the plugin, you'll need to resave your assets after updating the plugin.

💖 Support me!

If you like my plugin, please consider tipping:

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Procedural Dungeon v3.7.1

04 Feb 13:37
326d596

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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.

⚙️ Installation

To install it, follow the instructions in the wiki page.

Available below are pre-built open-source version for Unreal Engine 4.27, 5.3, 5.4, 5.5, 5.6 and 5.7.
WINDOWS ONLY you'll need to compile it yourself for MacOS and Linux, or get the Fab release instead

This plugin is also available on Fab if you prefer the plugin under the Fab Standard License!

📋 What's changed?

🛠️ Fixed

  • Fixed Room Batch Size setting not exposed to editor.
  • Fixed Actor Enter Room event called instead of the Actor Exit Room event by the Room Observer component when an actor exits a room.
  • Fixed random missing navmesh in some rooms after dungeon generation.

💖 Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.7.0

17 Nov 14:52

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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.

⚙️ Installation

To install it, follow the instructions in the wiki page.

Available below are pre-built open-source version for Unreal Engine 4.27, 5.3, 5.4, 5.5, 5.6 and 5.7.
WINDOWS ONLY you'll need to compile it yourself for MacOS and Linux, or get the Fab release instead

This plugin is also available on Fab if you prefer the plugin under the Fab Standard License!

📋 What's changed?

✨ Added

  • Added a Get Level Room Data node accessible from actors, even during their construction script, allowing the actor to setup itself when placed in the room.
  • Added a new Data Asset called Dungeon Settings to allow overriding the Room Unit in the Dungeon Generator class.
  • Added a compatibility list in Door Type assets, so different door types may be compatible
  • Added Try Place Room At Location for custom dungeon algorithms to place a room without using a Door Def structure.
  • Added a relevancy system for the rooms (independent from the room visibilities).
    • You can set a distance from which a room is considered relevant to the player.
    • A relevant room has a value to tell how close the player is to the room (the lower, the closest) with 0 the room where the player is in.
    • Some new nodes in the Room instances are available to access this relevancy level, and an event dispatcher to be notified when this relevancy changes.
  • Added room constraints:
    • New base class RoomConstraint to create your own constraints.
    • Added built-in location and direction constraints.
    • Added new node Does Pass All Constraints to check whether a Room Data passes all its constraints.
  • Added new node Get Random Room Candidate to ease the selection of a RoomCandidate struct, optionally using their scores as weights.

✏️ Changed

  • Replaced the hotfix for Steam multiplayer with a proper fix (this impact the saved dungeon, making it not compatible with previous plugin versions)
  • Now the generation algorithm can be asynchronous:
    • Updated the Dungeon Generator Base class to allow spreading the Create Dungeon work on multiple frames.
    • Added a Yield Generation node to tell the generator to call the Create Dungeon again the next frame (must be used in the Create Dungeon function only).
    • Updated the Create Dungeon function in Dungeon Generator to limit number of room generated per frame (can be set with Room Batch Size in the actor's details).
  • Room Visibility system now handles properly local multiplayer (splitscreens)
    • The Get Visibility Pawn overridable function now takes a Player Controller as input.
  • Filter and Sort Rooms now checks if a room candidate passes all its constraints to include it in the output candidates.

🛠️ Fixed

  • Fixed room visibilities to be updated properly when toggling or changing occlusion distance.

💖 Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.6.4

17 Sep 22:13
200c44a

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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.

⚙️ Installation

To install it, follow the instructions in the wiki page.

Available below are pre-built open-source version for Unreal Engine 4.27, 5.2, 5.3, 5.4, 5.5 and 5.6.
WINDOWS ONLY you'll need to compile it yourself for MacOS and Linux, or get the Fab release instead

This plugin is also available on Fab if you prefer the plugin under the Fab Standard License!

📋 What's changed?

This changelog includes both v3.6.3 and v3.6.4

🛠️ Fixes:

  • Fixed the saving/loading when the dungeon contains some null doors
  • Removed a leftover warning message when creating the dungeon save system
  • Hotfix for Steam multiplayer games (Room Data was garbage collected)
  • Fixed all compilation errors on Linux platforms

💖 Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.6.1

27 Aug 12:39
16d162d

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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.

⚙️ Installation

To install it, follow the instructions in the wiki page.

Available below are pre-built open-source version for Unreal Engine 4.27, 5.2, 5.3, 5.4, 5.5 and 5.6.
WINDOWS ONLY you'll need to compile it yourself for MacOS and Linux, or get the Fab release instead

This plugin is also available on Fab if you prefer the plugin under the Fab Standard License!

📋 What's changed?

🛠️ Fixes:

  • Fixed debug dungeon bounds not properly rotated with a rotated dungeon.
  • Fixed random crashes happening in editor or packaged game caused by a missing "Dungeon Graph" sub-object.
  • Fixed Count Connected Doors node returning unconnected door count instead.

💖 Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.6.0

09 Jun 19:47

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Pre-built for Unreal Engine 4.27, 5.2, 5.3, 5.4, 5.5 and 5.6. (WINDOWS ONLY, you'll need to compile it yourself for MacOS and Linux)
To install it, follow the instructions in the wiki page.

This plugin is also available on Fab if you want a non-open source license.

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?

Warning

The plugin has changed the license!
Now the CeCILL-C license is used as an open source license (same as LGPL-v3 without the clause of replaceability) and the Fab EULA as a commercial alternative license when bought from Fab marketplace.
See the LICENSE file for further details.

New Features:

  • Custom dungeon generation algorithm now available in Blueprint too (see the wiki to know more, I'll update it soon for blueprint)
  • New Filter And Sort Rooms node that allows you to pick the best room and door index to fit in a specific place.
  • Added several new blueprint nodes very useful when working with Door Def and Vector Int (see the wiki)
  • Added a Generation Success event in the Dungeon Generator class, as opposite to the Generation Failed event.
  • Internally introduced new cell-based type of room bounds, not fully used yet (only used for Filter And Sort Rooms at this time) but will allow great changes in the future 👀

Changes:

  • Now the Door Def structure has read and write access in Blueprint, you can create them and update them by yourself.
  • Now, Room Connection is accessible in Blueprint, no need to loop on room instances then door anymore.
  • Custom Room Data instances are now created early in the generation process, allowing the use of them in the generation algorithm.

Fixes:

  • Fixed a log message format when loading a dungeon from a save file.

Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.5.1

28 Feb 13:08

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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?

  • Fixed crash on multiplayer when using subobject replication list (like in Lyra example project).
  • Updated the plugin description.

Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.5.0

04 Feb 17:26

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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 the Read Only Roominterface 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 a Int Vector.

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 the Choose Door function (the room data input is now deprecated in favor to Get 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 the Random 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.

Support me!

If you like my plugin, please consider tipping:

Ko-fi Buy Me a Coffee Liberapay PayPal

Procedural Dungeon v3.4.1

23 Nov 16:08

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Pre-built for Unreal Engine 4.27, 5.1, 5.2, 5.3, 5.4 and 5.5. (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?

  • Ported to UE 5.5

Support me!

If you like my plugin, please consider tipping:

Ko-fi liberapay PayPal