Procedural Dungeon ⏵ Procedural Dungeon Settings
Procedural Dungeon Settings
Class Details
Defined in: Public/ProceduralDungeonSettings.h
Hierarchy: Object → Procedural Dungeon Settings
Description
Holds the plugin's settings.
Properties
Name | Type | Category | Accessors | Description |
---|---|---|---|---|
Door Arrow Head Size | float | Debug | Edit Anywhere | Size of the door's debug arrow head. |
Door Arrow Length | float | Debug | Edit Anywhere | Length of the door's debug arrow. |
Draw Debug | bool | Debug | Edit Anywhere | Show room and door outlines in editor and development builds |
Flip Door Arrow Side | bool | Debug | Edit Anywhere | Flip side the arrow that shows door facing direction. True means that the arrow gets inside the room (opposite of door actor's forward). False means that the arrow goes outside the room (same as door actor's forward). |
On Screen Print Debug | bool | Debug | Edit Anywhere | Show some logs on the screen |
Print Debug Duration | float | Debug | Edit Anywhere | Duration of the screen logs |
Show Room Origin | bool | Debug | Edit Anywhere | Show the room origin in magenta DEPRECATED: This setting will be removed in a future release of the plugin. |
Can Loop | bool | General | Edit Anywhere | When true, doors will be connected as long they are at the same place. When false, only the doors between the previous and the new generated room will be connected. DEPRECATED: Keep it true and use the CanLoop setting in the DungeonGenerator actor instead. This project-wide setting will be removed in a future version. |
Default Door Size | FVector | General | Edit Anywhere | The bounding size of the doors. It is used only to display the door's blue box when "Draw Debug" is set to true. |
Door Offset | float | General | Edit Anywhere | The height of the door's base from the room's base (in percentage of the room unit Z) |
Max Generation Try | int32 | General | Edit Anywhere | The number of dungeon generation retry before the generator gives up. |
Max Room Placement Try | int32 | General | Edit Anywhere | The number of room placement retry on a specific door before the generator gives up and continues with the next door. |
Room Limit | int32 | General | Edit Anywhere | The number of room placement retry on a specific door before the generator gives up and continues with the next door. |
Room Object Type | TEnumAsByte<ECollisionChannel> | General | Edit Anywhere | The object type used for the dungeon rooms trigger boxes. Defaulted to Engine Trace Channel 6. You can create new ones in your project settings under the Collision tab. |
Room Unit | FVector | General | Edit Anywhere | Size of a room unit. Room's size in data assets will express the multiple of this unit size. For example a room size of (5, 10, 1) with a unit size of (100, 100, 400) will result of a real room size of (500, 1000, 400). |
Enable Occlusion Culling | bool | Occlusion Culling | Edit Anywhere | The rooms visibility will be toggled off when the player is not inside it or in a room next to it. |
Occlude Dynamic Actors | bool | Occlusion Culling | Edit Anywhere | Keep track of dynamic actors entering and leaving the room to be able to show/hide them with the room. TODO: Still useful? It was there for performance issues, but there is none anymore... Maybe moving it in a console variable only for debug purpose? |
Occlusion Distance | int32 | Occlusion Culling | Edit Anywhere | Defines how many connected rooms are visible from the player's room (1 means only the room where the player is). |