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Version: 3.6

Procedural Dungeon ⏵ Dungeon Blueprint Library

Dungeon Blueprint Library

Class Details

Defined in: Public/DungeonBlueprintLibrary.h
Hierarchy: Object → Blueprint Function Library → Dungeon Blueprint Library

Nodes

NameCategoryDescription
OppositeDoor Def
Decrement Door DirectionMath 
└  Door Direction
Decrement the direction and set it
Direction + DirectionMath 
└  Door Direction
Addition (A + B)
Direction - DirectionMath 
└  Door Direction
Subtraction (A - B)
Increment Door DirectionMath 
└  Door Direction
Increment the direction and set it
Is ValidMath 
└  Door Direction
True if the value is set (either North, South, East, West)
False otherwise
Negate Door DirectionMath 
└  Door Direction
Negate the direction and set it (same as North - Direction)
OppositeMath 
└  Door Direction
Transforms North into South and East into West (and vice versa)
Inverse Transform DoorDef (Dungeon)Math 
└  Dungeon
Inverse transform a DoorDef structure from the dungeon coordinates into a local coordinates
Inverse Transform Position (Dungeon)Math 
└  Dungeon
Inverse transform a cell position from the dungeon coordinates into a local coordinates
Transform DoorDef (Dungeon)Math 
└  Dungeon
Transform a DoorDef structure from local coordinates into the dungeon coordinates
Transform Position (Dungeon)Math 
└  Dungeon
Transform a cell position from local coordinates into the dungeon coordinates
Next (Int Vector)Math 
└  Transform
Returns the neighbor at the provided direction.
Same as Vector + ToIntVector(Direction)
Rotate (Int Vector)Math 
└  Transform
SpectatePlayerSet player to spectate
Enable Occlusion CullingProcedural Dungeon 
└  Settings
Enable/disable the plugin's occlusion system
Get Default Door SizeProcedural Dungeon 
└  Settings
Returns the default door type's size
Get Door OffsetProcedural Dungeon 
└  Settings
Returns the room offset as a percentage of the height of a room unit
Get Occlusion Culling DistanceProcedural Dungeon 
└  Settings
Returns the number of visible room from the player's room (1 mean only the player room is visible)
Get Room UnitProcedural Dungeon 
└  Settings
Returns the room unit size in unreal units
Is Occlusion Culling EnabledProcedural Dungeon 
└  Settings
Returns true if the plugin's occlusion system is enabled
Set Occlusion Culling DistanceProcedural Dungeon 
└  Settings
Set the number of visible rooms from the player's room (1 mean only the player room is visible)
Should Dynamic Actors Be OccludedProcedural Dungeon 
└  Settings
Returns true if actors with a RoomVisibility component should have their visibility toggled with the rooms
Equal (Data Table Row Handle)Utilities
Add (Int Vector)Utilities 
└  Operators
===== Int Vector Operators =====
Equal (Int Vector)Utilities 
└  Operators
Not Equal (Int Vector)Utilities 
└  Operators
Subtract (Int Vector)Utilities 
└  Operators
Get Owning RoomUtilities 
└  Procedural Dungeon
Returns the room instance the actor is in.
If the actor is spawned at runtime or the owning level is not a room level, returns null.
Get Owning Room Custom DataUtilities 
└  Procedural Dungeon
Returns the first RoomCustomData of the provided type in the owning room.
If no owning room or no custom data of this type, returns null.
Is Door Of TypeUtilities 
└  Procedural Dungeon