Procedural Dungeon ⏵ Room Data
Room Data
Class Details
Defined in: Public/RoomData.h
Hierarchy: Object → Data Asset → Primary Data Asset → Room Data
Exposed in blueprint as: Blueprint Base Class | Variable Type
Properties
Name | Type | Category | Accessors | Description |
---|---|---|---|---|
Doors | TArray<FDoorDef> | Doors | Blueprint Read Only Edit Anywhere | |
Random Door | bool | Doors | Blueprint Read Only Edit Anywhere | This will force a random door to be chosen during the dungeon generation. DEPRECATED: It will be removed in a future version of the plugin. As a replacement, you should return -1 as DoorIndex in the ChooseNextRoomData of your DungeonGenerator. |
Level | TSoftObjectPtr<UWorld> | Level | Edit Instance Only | |
Custom Data | TSet<TSubclassOf<URoomCustomData> > | Room | Edit Defaults Only | |
First Point | FIntVector | Room | Edit Anywhere | |
Second Point | FIntVector | Room | Edit Anywhere |
Nodes
Name | Category | Description |
---|---|---|
Door Count | Room Data | |
Get Compatible Doors | Room Data | |
Get Size | Room Data | |
Get Volume | Room Data | |
Has All Custom Data | Room Data | |
Has All Door Of Type | Room Data | |
Has Any Custom Data | Room Data | |
Has Any Door Of Type | Room Data | |
Has Compatible Door | Room Data | |
Has Custom Data | Room Data | |
Has Door Of Type | Room Data |