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
| Name | Category | Description |
|---|---|---|
| On Relevancy Changed | Room └ Events |
Properties
| Name | Type | Category | Accessors | Description |
|---|---|---|---|---|
| Soft Room Data | TSoftObjectPtr<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
| Name | Category | Description |
|---|---|---|
| Force Visibility | Room | Force the room to be veisible |
| Get All Connected Rooms | Room | Returns all the room instances connected with this one. |
| Get All Doors | Room | Fill an array with all the door actors connected to the room. |
| Get All Relevancy Levels | Room | Get all relevancy levels for this room. |
| Get Connected Room At | Room | Returns the connected room instance at DoorIndex. |
| Get Connected Room Index | Room | Returns the index of the provided room, or -1 if room is not connected. |
| Get Custom Data | Room | Access to custom data of the room. |
| Get Door | Room | Get the door actor from a specific index. |
| Get Door Def | Room | |
| Get Doors With | Room | Returns the door actor shared with the provided room. Returns null if the provided room is not connected with this. |
| Get Max Relevancy Level | Room | Get 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 Level | Room | Get 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 Level | Room | Get 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 Data | Room | Check if the room instance contains a custom data of a specific type. |
| Is Door Connected | Room | Returns true if the door at DoorIndex is connected to another room. |
| Is Locked | Room | Is the room locked? If it is, the doors will be locked (except if they have Alway Unlocked). |
| Is Player Inside | Room | Is 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 Visible | Room | Is the room currently visible? |
| Lock | Room | Lock or unlock the room instance. Will lock/unlock the doors too (except if they have Alway Unlocked). |