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Version: 3.7

Procedural Dungeon ⏵ Room

Room

Class Details

Defined in: Public/Room.h
Hierarchy: Object → Replicable Object → Room
Implements: Read Only Room, Dungeon Save Interface
Exposed in blueprint as: Variable Type

Description

The room instances of the dungeon.
Holds data specific to each room instance, e.g. location, direction, is player inside, room custom data, etc.

Events

NameCategoryDescription
On Relevancy ChangedRoom 
└ Events

Properties

NameTypeCategoryAccessorsDescription
Soft Room DataTSoftObjectPtr<URoomData>Deprecate old way of storing RoomData.
Must not be used anywhere else than in serialization code.
It has been renamed SoftRoomData, because despite the DEPRECATED suffix,
the engine treats RoomData_DEPRECATED as RoomData, and thus conflicting with the below one.

Nodes

NameCategoryDescription
Force VisibilityRoomForce the room to be veisible
Get All Connected RoomsRoomReturns all the room instances connected with this one.
Get All DoorsRoomFill an array with all the door actors connected to the room.
Get All Relevancy LevelsRoomGet all relevancy levels for this room.
Get Connected Room AtRoomReturns the connected room instance at DoorIndex.
Get Connected Room IndexRoomReturns the index of the provided room, or -1 if room is not connected.
Get Custom DataRoomAccess to custom data of the room.
Get DoorRoomGet the door actor from a specific index.
Get Door DefRoom
Get Doors WithRoomReturns the door actor shared with the provided room.
Returns null if the provided room is not connected with this.
Get Max Relevancy LevelRoomGet the maximum relevancy level for this room.
The highest value, the farthest the room is from any player.
A value < 0 means no player has this room as relevant.
Get Min Relevancy LevelRoomGet minimum relevancy level for this room.
The lowest value, the closest the room is from any player.
A value < 0 means no player has this room as relevant.
Get Relevancy LevelRoomGet the relevancy level for the specified player.
A relevancy level < 0 means the room is not relevant for the player.
A relevancy level of 0 means the player is inside the room.
A relevancy level > 0 means the player is outside the room, the higher the level, the further away the room is.
Has Custom DataRoomCheck if the room instance contains a custom data of a specific type.
Is Door ConnectedRoomReturns true if the door at DoorIndex is connected to another room.
Is LockedRoomIs the room locked?
If it is, the doors will be locked (except if they have Alway Unlocked).
Is Player InsideRoomIs the player currently inside the room?
A player can be in multiple rooms at once, for example when he stands at the door frame,
the player's capsule is in both rooms.
Is VisibleRoomIs the room currently visible?
LockRoomLock or unlock the room instance.
Will lock/unlock the doors too (except if they have Alway Unlocked).