Procedural Dungeon ⏵ Room Data
Room Data
Class Details
Defined in: Public/RoomData.h
Hierarchy: Object → Data Asset → Primary Data Asset → Room Data
Exposed in blueprint as: Blueprint Base Class | Variable Type
Properties
| Name | Type | Category | Accessors | Description |
|---|---|---|---|---|
| Doors | TArray<FDoorDef> | Doors | Blueprint Read Only Edit Anywhere | |
| Random Door | bool | Doors | Blueprint Read Only Edit Anywhere | This will force a random door to be chosen during the dungeon generation. DEPRECATED: It will be removed in a future version of the plugin. As a replacement, you should return -1 as DoorIndex in the ChooseNextRoomData of your DungeonGenerator. |
| Level | TSoftObjectPtr<UWorld> | Level | Edit Instance Only | |
| Custom Data | TSet<TSubclassOf<URoomCustomData> > | Room | Edit Defaults Only | |
| First Point | FIntVector | Room | Edit Anywhere | |
| Second Point | FIntVector | Room | Edit Anywhere |
Nodes
| Name | Category | Description |
|---|---|---|
| Door Count | Room Data | |
| Has Compatible Door | Room Data |