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Version: 3.9

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

NameTypeCategoryAccessorsDescription
Auto Find DungeonboolDungeon MapBlueprint 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.
Paddingint32Dungeon MapBlueprint 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.
StyleFDungeonMapStyleDungeon MapBlueprint Read/Write
Edit Anywhere
Tick FrequencyfloatDungeon MapBlueprint Read/Write
Edit Anywhere
How many update the dungeon map should make per second.
Unit SizeFVector2DDungeon MapBlueprint 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 LevelfloatDungeon MapBlueprint Read/Write
Edit Anywhere
Follow Player LocationboolDungeon 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 OffsetFVector2DDungeon 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 PlayerboolDungeon 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.
RotationfloatDungeon Map 
└ Map Rotation
Blueprint Read/Write
Edit Anywhere
Display Max Zint32Dungeon 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 Zint32Dungeon 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 ZFilterboolDungeon 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 ZboolDungeon Map 
└ Z Filter
Blueprint Read/Write
Edit Anywhere
If true, the DisplayMinZ and DisplayMaxZ will be relative to the player's Z.

Nodes

NameCategoryDescription
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 MapDungeon Map
Set DungeonDungeon Map
Set Widget StyleDungeon Map