Procedural Dungeon API
Classes
Type | Name | Category | Exposed As | Description |
---|---|---|---|---|
C++ | Door | Procedural | Blueprint Base Class Variable Type | |
C++ | Door Type | Variable Type | ||
C++ | Dungeon Blueprint Library | |||
C++ | Dungeon Generator | Procedural | Blueprint Base Class Variable Type | This is the main actor of the plugin. The dungeon generator is responsible to generate dungeons and replicate them over the network. |
C++ | Dungeon Generator Base | Procedural | Variable Type | This is the main actor of the plugin. The dungeon generator is responsible to generate dungeons and replicate them over the network. |
C++ | Dungeon Graph | Variable Type | Holds the generated dungeon. You can access the rooms using many functions. | |
C++ | Procedural Dungeon Settings | Holds the plugin's settings. | ||
C++ | Read Only Room | Allow access to only some members of Room instances during the generation process. | ||
C++ | Replicable Object | |||
C++ | Room | Variable Type | The room instances of the dungeon. | |
C++ | Room Custom Data | Blueprint Base Class Variable Type | Base class for user custom data embedded in room instances | |
C++ | Room Data | Blueprint Base Class Variable Type | ||
C++ | Room Level | Procedural | Blueprint Base Class Variable Type | |
C++ | Room Observer Component | ProceduralDungeon | Variable Type | Room Observer that auto-(un)bind itself when it enters/exits a dungeon room. Could observe (be bound) multiple rooms at once if the actor overlaps multiple room. This component does track its own Room, thus the actor can move between rooms (use StaticRoomObserverComponent instead if this behavior is not needed). |
C++ | Room Visibility | ProceduralDungeon | Variable Type | |
C++ | Room Visibility (Static) | ProceduralDungeon | Variable Type | |
C++ | Room Visitor | Blueprint Base Class Variable Type | ||
C++ | Static Room Observer Component | ProceduralDungeon | Variable Type | Room Observer that auto-(un)bind itself at BeginPlay and EndPlay. This component will bind to the level it belongs to. So it needs to be placed directly in the Room map. This component does not track its own Room, thus the actor should not move between rooms (use RoomObserverComponent instead). |
C++ | Trigger Door | Blueprint Base Class Variable Type | ||
C++ | Trigger Type | Custom | Variable Type |
Structs
Type | Name | Exposed As | Description |
---|---|---|---|
C++ | Bounds Params | Variable Type | Holds the settings for the dungeon limits. |
C++ | Door Def | Variable Type |
Enums
Type | Name | Exposed As | Description |
---|---|---|---|
C++ | Door Direction | Variable Type | |
C++ | Generation Type | Variable Type | |
C++ | Room Visibility | Variable Type | Visibility mode for Room Visibilty Components. |
C++ | Seed Type | Variable Type |