Procedural Dungeon ⏵ Dungeon Map
Dungeon Map
Class Details
Defined in: Public/UI/DungeonMap.h
Hierarchy: Object → Visual → Widget → Dungeon Map
Exposed in blueprint as: Blueprint Base Class | Variable Type
Properties
| Name | Type | Category | Accessors | Description |
|---|---|---|---|---|
| Auto Find Dungeon | bool | Dungeon Map | Blueprint Read/Write Edit Anywhere | Searches automatically for a dungeon generator actor in the world. You can disable this and call SetDungeon function if you want to do it manually. |
| Padding | int32 | Dungeon Map | Blueprint Read/Write Edit Anywhere | The padding is how many pixels of clearance between the tiles in your room brush. If each tile in your texture is 64x64 for example, and your padding is 1 pixel, it means that each tile is effectively 62x62 pixels (a 1 pixel border all around the tile). The effective UnitSize will aslo be reduced by the padding to match the effective tile size. |
| Style | FDungeonMapStyle | Dungeon Map | Blueprint Read/Write Edit Anywhere | |
| Tick Frequency | float | Dungeon Map | Blueprint Read/Write Edit Anywhere | How many update the dungeon map should make per second. |
| Unit Size | FVector2D | Dungeon Map | Blueprint Read/Write Edit Anywhere | The unit size defines how many pixels a RoomUnit must be displayed. It should match the image size of a tile for your room brush. |
| Zoom Level | float | Dungeon Map | Blueprint Read/Write Edit Anywhere | |
| Follow Player Location | bool | Dungeon Map └ Map Offset | Blueprint Read/Write Edit Anywhere | Enable this to center the map on the player pawn. The MapOffset will be applied relative to the player location. |
| Map Offset | FVector2D | Dungeon Map └ Map Offset | Blueprint Read/Write Edit Anywhere | Translates the dungeon map to this value (expressed in RoomUnit) Offset is relative to the player if bFollowPlayerLocation is true. |
| Rotate with Player | bool | Dungeon Map └ Map Rotation | Blueprint Read/Write Edit Anywhere | If true, the dungeon map will rotate with the player camera (not the pawn). The Rotation will not be applied. |
| Rotation | float | Dungeon Map └ Map Rotation | Blueprint Read/Write Edit Anywhere | |
| Display Max Z | int32 | Dungeon Map └ Z Filter | Blueprint Read/Write Edit Anywhere | The maximum Z room cell to display. If bFollowPlayerZ is true, it is relative to the player's Z. |
| Display Min Z | int32 | Dungeon Map └ Z Filter | Blueprint Read/Write Edit Anywhere | The minimum Z room cell to display. If bFollowPlayerZ is true, it is relative to the player's Z. |
| Enable ZFilter | bool | Dungeon Map └ Z Filter | Blueprint Read/Write Edit Anywhere | Enable this to filter the rooms and entities along the Z axis. Use the DisplayMinZ and DisplayMaxZ to define the range of room cells to display on Z axis. |
| Follow Player Z | bool | Dungeon Map └ Z Filter | Blueprint Read/Write Edit Anywhere | If true, the DisplayMinZ and DisplayMaxZ will be relative to the player's Z. |
Nodes
| Name | Category | Description |
|---|---|---|
| Get Enable ZFilter | ||
| Get Padding | ||
| Get Tick Frequency | ||
| Get Unit Size | ||
| Get Zoom Level | ||
| Set Enable ZFilter | ||
| Set Padding | ||
| Set Tick Frequency | ||
| Set Unit Size | ||
| Set Zoom Level | ||
| Rebuild Map | Dungeon Map | |
| Set Dungeon | Dungeon Map | |
| Set Widget Style | Dungeon Map |