Releases: BenPyton/ProceduralDungeon
Procedural Dungeon v3.8.1
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 Typevariable fromDooractor to itsDoor Component.
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Procedural Dungeon v3.8.0
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 Interfaceto be implemented on an actor or an actor component. - Added a
Door Componentto add door logic and events on any actor (already implementsDoor Interface). - Added
Dungeoninput to theRoom Constraint'sCheckfunction. - Added a
Count Limitbuilt-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 Dataasset. - Edit them with the Dungeon Room editor mode.
- You can add or remove boxes directly from the array in the
Dooractors now uses the newDoor Componentfor their logic.- The doors'
Open/Lockstates are moved from the actors to theRoom Connection, allowing you to lock or open individual doors earlier (e.g. during theInitialize Dungeonevent).
🛠️ Fixed
- Fixed Linux compilation error
🗑️ Deprecated
- Deprecating
Dooractors as their logic has been moved into theDoor Component. TheDooractor class will be removed in a future version of the plugin.
To convert your existing doors, reparent them to theActorclass (or any other actor class you want) and add theDoor Componenton them. Then, bind to the events (likeOn Open,On Lock, etc.) to the component events instead. - Deprecating
First PointandSecond Pointvariables ofRoom Dataas they are superseded by the arrayBounding 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.
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Procedural Dungeon v3.7.1
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 Sizesetting not exposed to editor. - Fixed
Actor Enter Roomevent called instead of theActor Exit Roomevent by theRoom Observercomponent 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:
Procedural Dungeon v3.7.0
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 Datanode 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 Settingsto allow overriding theRoom Unitin theDungeon Generatorclass. - Added a compatibility list in
Door Typeassets, so different door types may be compatible - Added
Try Place Room At Locationfor custom dungeon algorithms to place a room without using aDoor Defstructure. - 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
Roominstances are available to access this relevancy level, and an event dispatcher to be notified when this relevancy changes.
- Added room constraints:
- New base class
RoomConstraintto create your own constraints. - Added built-in location and direction constraints.
- Added new node
Does Pass All Constraintsto check whether aRoom Datapasses all its constraints.
- New base class
- Added new node
Get Random Room Candidateto ease the selection of aRoomCandidatestruct, 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 Baseclass to allow spreading theCreate Dungeonwork on multiple frames. - Added a
Yield Generationnode to tell the generator to call theCreate Dungeonagain the next frame (must be used in theCreate Dungeonfunction only). - Updated the
Create Dungeonfunction inDungeon Generatorto limit number of room generated per frame (can be set withRoom Batch Sizein the actor's details).
- Updated the
- Room Visibility system now handles properly local multiplayer (splitscreens)
- The
Get Visibility Pawnoverridable function now takes aPlayer Controlleras input.
- The
Filter and Sort Roomsnow 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.
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Procedural Dungeon v3.6.4
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 Datawas garbage collected) - Fixed all compilation errors on Linux platforms
💖 Support me!
If you like my plugin, please consider tipping:
Procedural Dungeon v3.6.1
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 Doorsnode returning unconnected door count instead.
💖 Support me!
If you like my plugin, please consider tipping:
Procedural Dungeon v3.6.0
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 Roomsnode 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 DefandVector Int(see the wiki) - Added a
Generation Successevent in the Dungeon Generator class, as opposite to theGeneration Failedevent. - Internally introduced new cell-based type of room bounds, not fully used yet (only used for
Filter And Sort Roomsat this time) but will allow great changes in the future 👀
Changes:
- Now the
Door Defstructure has read and write access in Blueprint, you can create them and update them by yourself. - Now,
Room Connectionis accessible in Blueprint, no need to loop on room instances then door anymore. Custom Room Datainstances 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:
Procedural Dungeon v3.5.1
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:
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 Randomcomponent to provide an easy access for an independent random stream in your actors, deterministic with the dungeon's seed. - Added a
Simple Guidcomponent 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 Generatorto 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 Typeassets 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 Betweennode taking theRead Only Roominterface directly as inputs. - A
Get Room Atto retrieve a room at a certain dungeon cell. - A node to convert a
Door Directionenum into aInt Vector.
- A
Changes:
- You can now search the functions in the
Roomsvariable 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 Instancein inputs of theChoose Doorfunction (the room data input is now deprecated in favor toGet Room Dataof the room instance) - Deprecated the
Get Random Streamnode because the generator's random stream is not updated when using this node. You will need to use theRandom Streamvariable getter instead.
Fixes:
- Fixed multiple issues with multiplayer synchronization (e.g. when clients reconnect, etc.).
- Fixed compatibility of door actors with the
Room Visibilitycomponents. 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 Datawhile the Door tool is active.
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If you like my plugin, please consider tipping:
Procedural Dungeon v3.4.1
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: