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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

NameTypeCategoryAccessorsDescription
Door Arrow Head SizefloatDebugEdit AnywhereSize of the door's debug arrow head.
Door Arrow LengthfloatDebugEdit AnywhereLength of the door's debug arrow.
Draw DebugboolDebugEdit AnywhereShow room and door outlines in editor and development builds
Flip Door Arrow SideboolDebugEdit AnywhereFlip 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 DebugboolDebugEdit AnywhereShow some logs on the screen
Print Debug DurationfloatDebugEdit AnywhereDuration of the screen logs
Show Room OriginboolDebugEdit AnywhereShow the room origin in magenta
DEPRECATED: This setting will be removed in a future release of the plugin.
Can LoopboolGeneralEdit AnywhereWhen 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 SizeFVectorGeneralEdit AnywhereThe bounding size of the doors. It is used only to display the door's blue box when "Draw Debug" is set to true.
Door OffsetfloatGeneralEdit AnywhereThe height of the door's base from the room's base (in percentage of the room unit Z)
Max Generation Tryint32GeneralEdit AnywhereThe number of dungeon generation retry before the generator gives up.
Max Room Placement Tryint32GeneralEdit AnywhereThe number of room placement retry on a specific door before the generator gives up and continues with the next door.
Room Object TypeTEnumAsByte<ECollisionChannel>GeneralEdit AnywhereThe 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 UnitFVectorGeneralEdit AnywhereSize 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 CullingboolOcclusion CullingEdit AnywhereThe rooms visibility will be toggled off when the player is not inside it or in a room next to it.
Occlude Dynamic ActorsboolOcclusion CullingEdit AnywhereKeep 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 Distanceint32Occlusion CullingEdit AnywhereDefines how many connected rooms are visible from the player's room (1 means only the room where the player is).