dungeon-architect-ue4-issues's People
dungeon-architect-ue4-issues's Issues
Flow Create Path - More control needed on where the path emits and merges from
Users should have more control on the flow graph's Create Path start / end node positioning.
E.g. It should emit from 0-20% of the main path; merge back to the other branch at 80-100% range
Discord:
https://discord.com/channels/233207002463993857/234155775101108226/911520529209499689
DomusLudus
Snap Builder: Foliage is not destroyed on deletion
SGF Module Spawn Rules
Allow designers to specify spawn rules on the module (e.g. no module above this module, no module below)
Snap Builder: Ignored actors not filtred (non-world composition mode)
Runnning as a standalone game gives a warning if the skybox is not cooked
SnapBuilder references the skybox and it gives a warning message box in standalone builds.
Cannot join sessions when enabling DA [OnlineSubsystem / UE5.0.2]
Check multiplayer on standalone server
https://discord.com/channels/233207002463993857/234155775101108226/983544596720140329
https://pastebin.com/Csxsft7L
Clustered Theming support on Grid Flow builder
Support clustered theming on GridFlow builder
Snap Builder: Adjacent Doors not removed (world composition mode)
Actor Template Theme Node values get lost on BP recompile
Jenkins Gage#2391
https://discord.com/channels/233207002463993857/234155775101108226/1080109835871342717
Steps to reproduce
- Create a new project and clone the Candy sample from Launch Pad
2.1 Create a new actor blueprint, let's name it BP_Cube
2.2 Create a new variable inside BP_Cube, let's say FVector TestScale3D with default value (1.0f, 1.0f, 1.0f)
2.3 Do anything with TestScale3D like scaling the actor in construction script
3.1 Open the D_Candy_v2 theme asset, and drop the BP_Cube to it
3.2 Connect the Ground marker to the BP_Cube
3.3 Modify the TestScale3D of BP_Cube node->Actor Template->Default->TestScale3D. Let's set TestScale3D to (5.0f, 5.0f, 5.0f)
Everything works fine as expected now. All the cubes are scaled by (5.0f, 5.0f, 5.0f)
3.4 Save and close the theme asset D_Candy_v2 - Open BP_Cube, add a new variable bool bAnything, save and compile
- Open the D_Candy_v2 again, you will see all the cubes are reverted to the default scale. If you check the "BP_Cube node->Actor Template->Default->TestScale3D" you will notice the value is set to default (1.0f, 1.0f, 1.0f)
But this is unexpected, it should keep (5.0f, 5.0f, 5.0f) - Don't save the theme asset D_Candy_v2 just close everything and restart the engine, you will find the TestScale3D is set to (5.0f, 5.0f, 5.0f) again??
Engine Version 4.26.2
Plugin Version 2.27.1
Grid Flow Query Improvements
- Find Items in the room
- Find Items in cell
https://discord.com/channels/233207002463993857/234155775101108226/857411488762167296
Discord: crowtastic
Spatial Constraints "invalid" UE5.1
Snap builder initial orientation
Snap builder should take the dungeon orientation into account when building the level
Theme Editor is broken for UE 4.26
The latest update to 4.26 used materials and assets upgraded to a later version of Unreal causing the plugin to produce errors an disabling any project cook/builds where this plugin is used.
This is the list of specific errors produced by a simple project load:
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Ground/M_Ground_Inst.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Ground/M_Ground.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Blueprints/BP_PostProcess.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Blueprints/BP_Skybox.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Objects/M_Flat_Blue_Lt.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Objects/M_Flat_Green.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Objects/M_Flat.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Objects/M_Flat_Inst.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/PostProcess/M_CellShader_Inst.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/PostProcess/M_CellShader.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Objects/M_Flat_Orange_Lt.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Objects/M_Flat_Purple.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Meshes/Skybox.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Skybox/M_MarkerGen_Skybox_Inst.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Materials/Skybox/M_MarkerGen_Skybox.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Meshes/SM_Cube.uasset has newer custom version of Dev-Rendering
LogAssetRegistry: Error: Package ../../Plugins/Marketplace/DungeonArchitect/Content/Core/Editors/ThemeEditor/Meshes/SM_MGPlane.uasset has newer custom version of Dev-Rendering
SGF Layout Graph Node Override Support
Provide a way for blueprints to specify the positions of the nodes.
This allows the user to create blueprints to specify start / end nodes, restrict the path to a certain level etc
https://discord.com/channels/233207002463993857/234155775101108226/848522268975824927
Discord: Roland_Prince
UE5 error : Replacing a loaded public object is not supported with cooked data
Hello,
This error happens in the packaged version of the game :
[2022.10.19-21.02.08:598][726]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.002 s
[2022.10.19-21.02.08:598][726]LogOutputDevice: Error: === Handled ensure: ===
[2022.10.19-21.02.08:598][726]LogOutputDevice: Error:
[2022.10.19-21.02.08:598][726]LogOutputDevice: Error: Ensure condition failed: !Obj->HasAnyFlags(RF_NeedLoad|RF_WasLoaded) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2569]
[2022.10.19-21.02.08:598][726]LogOutputDevice: Error: Replacing a loaded public object is not supported with cooked data: GridFlowAbstractGraph /Game/MainGame/Maps/VolcanoPeak/VolcanoPeak/_Generated_/VolcanoPeak_MainGrid_L3_X-1_Y-1_DL0.VolcanoPeak:PersistentLevel.Dungeon_UAID_D8BBC1081F5DC72201_1495513517.GridFlowModel.AbstractGraph (Flags=0x1ec4f940, InternalObjectFlags=0x00280000)
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: Stack:
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b90e8e2d SiOS.exe!StaticAllocateObject() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b90ea08e SiOS.exe!StaticConstructObject_Internal() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f2c5a4 SiOS.exe!UGridFlowBuilder::ExecuteGraph() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Builders\GridFlow\GridFlowBuilder.cpp:120]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f0a07b SiOS.exe!UGridFlowBuilder::BuildDungeonImpl() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Builders\GridFlow\GridFlowBuilder.cpp:46]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f91461 SiOS.exe!FDungeonBuilderTask::DoWork() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Dungeon.cpp:313]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f9106f SiOS.exe!FAsyncTask<FDungeonBuilderTask>::DoWork() [D:\RocketSync\5.0.0-19505902+++UE5+Release-5.0\Working\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:304]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5fc7131 SiOS.exe!FAsyncTask<FDungeonBuilderTask>::Start() [D:\RocketSync\5.0.0-19505902+++UE5+Release-5.0\Working\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:292]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5fc827f SiOS.exe!ADungeon::Tick() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Dungeon.cpp:163]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd11edd2 SiOS.exe!AActor::TickActor() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd0fcecb SiOS.exe!FActorTickFunction::ExecuteTick() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0a87db SiOS.exe!FTickFunctionTask::DoTask() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0ad7d5 SiOS.exe!TGraphTask<FTickFunctionTask>::ExecuteTask() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b86ac6b4 SiOS.exe!FNamedTaskThread::ProcessTasksNamedThread() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b86acb4e SiOS.exe!FNamedTaskThread::ProcessTasksUntilQuit() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b86b48f5 SiOS.exe!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0bb6a8 SiOS.exe!FTickTaskSequencer::ReleaseTickGroup() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0c0327 SiOS.exe!FTickTaskManager::RunTickGroup() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd8e42af SiOS.exe!UWorld::RunTickGroup() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd8eb0c2 SiOS.exe!UWorld::Tick() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd719a5c SiOS.exe!UGameEngine::Tick() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e2cd97 SiOS.exe!FEngineLoop::Tick() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e446ec SiOS.exe!GuardedMain() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e447ba SiOS.exe!GuardedMainWrapper() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e4783c SiOS.exe!LaunchWindowsStartup() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e58ff4 SiOS.exe!WinMain() []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bf3e05aa SiOS.exe!__scrt_common_main_seh() [d:\a01\_work\43\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ffd5c79244d KERNEL32.DLL!UnknownFunction []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error: [Callstack] 0x00007ffd5d7adf78 ntdll.dll!UnknownFunction []
[2022.10.19-21.02.08:599][726]LogOutputDevice: Error:
[2022.10.19-21.02.08:600][726]LogStats: SubmitErrorReport - 0.000 s
[2022.10.19-21.02.08:860][726]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe
[2022.10.19-21.02.08:860][726]LogMemory: Platform Memory Stats for Windows
[2022.10.19-21.02.08:860][726]LogMemory: Process Physical Memory: 12042.14 MB used, 12661.01 MB peak
[2022.10.19-21.02.08:860][726]LogMemory: Process Virtual Memory: 15869.86 MB used, 16518.74 MB peak
[2022.10.19-21.02.08:860][726]LogMemory: Physical Memory: 34628.26 MB used, 30829.47 MB free, 65457.73 MB total
[2022.10.19-21.02.08:860][726]LogMemory: Virtual Memory: 53041.82 MB used, 19839.91 MB free, 72881.73 MB total
[2022.10.19-21.02.08:860][726]LogStats: SendNewReport - 0.260 s
[2022.10.19-21.02.08:860][726]LogStats: FDebug::EnsureFailed - 0.264 s
[2022.10.19-21.02.08:860][726]LogOutputDevice: Warning:
Script Stack (0 frames):
[2022.10.19-21.02.08:862][726]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.002 s
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error: === Handled ensure: ===
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error:
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error: Ensure condition failed: !Obj->HasAnyFlags(RF_NeedLoad|RF_WasLoaded) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2569]
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error: Replacing a loaded public object is not supported with cooked data: GridFlowTilemap /Game/MainGame/Maps/VolcanoPeak/VolcanoPeak/_Generated_/VolcanoPeak_MainGrid_L3_X-1_Y-1_DL0.VolcanoPeak:PersistentLevel.Dungeon_UAID_D8BBC1081F5DC72201_1495513517.GridFlowModel.Tilemap (Flags=0x1ec4f940, InternalObjectFlags=0x00280000)
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error: Stack:
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b90e8e2d SiOS.exe!StaticAllocateObject() []
[2022.10.19-21.02.08:862][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b90ea08e SiOS.exe!StaticConstructObject_Internal() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f2c62d SiOS.exe!UGridFlowBuilder::ExecuteGraph() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Builders\GridFlow\GridFlowBuilder.cpp:121]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f0a07b SiOS.exe!UGridFlowBuilder::BuildDungeonImpl() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Builders\GridFlow\GridFlowBuilder.cpp:46]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f91461 SiOS.exe!FDungeonBuilderTask::DoWork() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Dungeon.cpp:313]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5f9106f SiOS.exe!FAsyncTask<FDungeonBuilderTask>::DoWork() [D:\RocketSync\5.0.0-19505902+++UE5+Release-5.0\Working\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:304]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5fc7131 SiOS.exe!FAsyncTask<FDungeonBuilderTask>::Start() [D:\RocketSync\5.0.0-19505902+++UE5+Release-5.0\Working\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:292]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5fc827f SiOS.exe!ADungeon::Tick() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Dungeon.cpp:163]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd11edd2 SiOS.exe!AActor::TickActor() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd0fcecb SiOS.exe!FActorTickFunction::ExecuteTick() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0a87db SiOS.exe!FTickFunctionTask::DoTask() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0ad7d5 SiOS.exe!TGraphTask<FTickFunctionTask>::ExecuteTask() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b86ac6b4 SiOS.exe!FNamedTaskThread::ProcessTasksNamedThread() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b86acb4e SiOS.exe!FNamedTaskThread::ProcessTasksUntilQuit() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b86b48f5 SiOS.exe!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0bb6a8 SiOS.exe!FTickTaskSequencer::ReleaseTickGroup() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7be0c0327 SiOS.exe!FTickTaskManager::RunTickGroup() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd8e42af SiOS.exe!UWorld::RunTickGroup() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd8eb0c2 SiOS.exe!UWorld::Tick() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bd719a5c SiOS.exe!UGameEngine::Tick() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e2cd97 SiOS.exe!FEngineLoop::Tick() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e446ec SiOS.exe!GuardedMain() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e447ba SiOS.exe!GuardedMainWrapper() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e4783c SiOS.exe!LaunchWindowsStartup() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7b5e58ff4 SiOS.exe!WinMain() []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ff7bf3e05aa SiOS.exe!__scrt_common_main_seh() [d:\a01\_work\43\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ffd5c79244d KERNEL32.DLL!UnknownFunction []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error: [Callstack] 0x00007ffd5d7adf78 ntdll.dll!UnknownFunction []
[2022.10.19-21.02.08:863][726]LogOutputDevice: Error:
[2022.10.19-21.02.08:875][726]LogStats: FDebug::EnsureFailed - 0.015 s
I'm currently using UE.0.3. The map is using World Partition.
The two dungeons are built from blueprint. Blueprint that has "WorldPartitionStreamingSource" to avoid (at least for my last try). Should I also spawn the dungeon actor from blueprint ?
Thanks
SnapBuilder: Rebuild crashes (world composition)
Instancing clustering
instanced static meshes should be clustered for culling support
Auto-wrap NavMeshBounds volume around SGF and SnapMap modules
Warnings when Packaging
Dungeon Architect v2.23.2
UE4.27.1
PackagingResults: Warning: ObjectProperty FMaterialOverride::Material is not initialized properly. Module:DungeonArchitectRuntime File:Public/Core/Actors/DungeonMesh.h
PackagingResults: Warning: ObjectProperty FDungeonMiniMapOverlayIcon::Icon is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/MiniMap/DungeonMiniMap.h
PackagingResults: Warning: ObjectProperty FDungeonMarkerInfo::TemplateObject is not initialized properly. Module:DungeonArchitectRuntime File:Public/Core/DungeonModel.h
PackagingResults: Warning: ObjectProperty FSnapGridFlowModuleDatabaseConnectionInfo::ConnectionInfo is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/Snap/SnapGridFlow/SnapGridFlowModuleDatabase.h
PackagingResults: Warning: ObjectProperty FSnapMapModuleDatabaseConnectionInfo::ConnectionInfo is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/Snap/SnapMap/SnapMapModuleDatabase.h
SGF Connection Constraints
Implement sgf connection constraints (category, plugs, magnets)
Landscape Transformer error in 5.1
https://discord.com/channels/233207002463993857/234155775101108226/1085746618139160606
@glaucolonghi
https://discord.com/channels/233207002463993857/234155775101108226/1085049772970360902
@Benbentwo
@dRoss
Assertion failed: !TargetProxy->HasLayersContent() || !InCanUseEditingWeightmap || EditingLayerGUID.IsValid() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEdit.cpp] [Line: 6043]
UnrealEditor_Landscape
UnrealEditor_Landscape
UnrealEditor_DungeonArchitectRuntime!UDungeonLandscapeModifier::RasterizeWeights() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Landscape\DungeonLandscapeModifier.cpp:346]
UnrealEditor_DungeonArchitectRuntime!UDungeonLandscapeModifier::BuildLandscape() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Landscape\DungeonLandscapeModifier.cpp:152]
UnrealEditor_DungeonArchitectRuntime!UDungeonEventListener::execOnDungeonLayoutBuilt() [d:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Intermediate\Build\Win64\UnrealEditor\Inc\DungeonArchitectRuntime\UHT\DungeonEventListener.gen.cpp:61]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_DungeonArchitectRuntime!UDungeonEventListener::OnDungeonLayoutBuilt() [d:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Intermediate\Build\Win64\UnrealEditor\Inc\DungeonArchitectRuntime\UHT\DungeonEventListener.gen.cpp:109]
UnrealEditor_DungeonArchitectRuntime!FDungeonBuilderTask::DoWork() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Dungeon.cpp:320]
UnrealEditor_DungeonArchitectRuntime!FAsyncTaskBase::DoWork() [D:\RocketSync\5.1.0-23058290+++UE5+Release-5.1\Working\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:304]
UnrealEditor_DungeonArchitectRuntime!FAsyncTaskBase::Start() [D:\RocketSync\5.1.0-23058290+++UE5+Release-5.1\Working\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:290]
UnrealEditor_DungeonArchitectRuntime!ADungeon::Tick() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Core\Dungeon.cpp:167]
UnrealEditor_Engine
Snap Builder: Foliage does not have module transform applied
Errors about "not proper initialized" variables in UE5.1
Hi!
List of errors from the log files on UE5.1:
[2023.04.06-12.56.14:886][ 0]LogClass: Error: StructProperty FDAFlowCellGroupNode::GroupColor is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/FlowImpl/CellFlow/Common/CellFlowLib.h
[2023.04.06-12.56.14:886][ 0]LogClass: Error: StructProperty FDAFlowCellGroupNode::PreviewLocation is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/FlowImpl/CellFlow/Common/CellFlowLib.h
[2023.04.06-12.56.14:889][ 0]LogClass: Error: StructProperty FGridFlowTilemapBuildSetup::TilesPerLayoutNode is not initialized properly. Module:DungeonArchitectRuntime File:Public/Builders/GridFlow/GridFlowModel.h
[2023.04.06-12.56.14:889][ 0]LogClass: Error: StructProperty FGridFlowTilemapBuildSetup::LayoutPadding is not initialized properly. Module:DungeonArchitectRuntime File:Public/Builders/GridFlow/GridFlowModel.h
[2023.04.06-12.56.14:893][ 0]LogClass: Error: ObjectProperty FConstructionSystemSaveConstructedItem::PrefabAsset is not initialized properly. Module:ConstructionSystemRuntime File:Public/Save/ConstructionSystemSaveGame.h
[2023.04.06-12.56.14:893][ 0]LogClass: Error: IntProperty FConstructionSystemSaveConstructedItem::Seed is not initialized properly. Module:ConstructionSystemRuntime File:Public/Save/ConstructionSystemSaveGame.h
[2023.04.06-12.56.14:893][ 0]LogClass: Error: ObjectProperty FConstructionSystemUIPrefabEntry::Icon is not initialized properly. Module:ConstructionSystemRuntime File:Public/ConstructionSystem/UI/ConstructionSystemUIAsset.h
[2023.04.06-12.56.14:893][ 0]LogClass: Error: ObjectProperty FConstructionSystemUIPrefabEntry::Prefab is not initialized properly. Module:ConstructionSystemRuntime File:Public/ConstructionSystem/UI/ConstructionSystemUIAsset.h
[2023.04.06-12.56.14:893][ 0]LogClass: Error: ObjectProperty FConstructionSystemUICategory::Icon is not initialized properly. Module:ConstructionSystemRuntime File:Public/ConstructionSystem/UI/ConstructionSystemUIAsset.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: StructProperty FDAFlowCellGroupNode::GroupColor is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/FlowImpl/CellFlow/Common/CellFlowLib.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: StructProperty FDAFlowCellGroupNode::PreviewLocation is not initialized properly. Module:DungeonArchitectRuntime File:Public/Frameworks/FlowImpl/CellFlow/Common/CellFlowLib.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: StructProperty FGridFlowTilemapBuildSetup::TilesPerLayoutNode is not initialized properly. Module:DungeonArchitectRuntime File:Public/Builders/GridFlow/GridFlowModel.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: StructProperty FGridFlowTilemapBuildSetup::LayoutPadding is not initialized properly. Module:DungeonArchitectRuntime File:Public/Builders/GridFlow/GridFlowModel.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: ObjectProperty FConstructionSystemSaveConstructedItem::PrefabAsset is not initialized properly. Module:ConstructionSystemRuntime File:Public/Save/ConstructionSystemSaveGame.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: IntProperty FConstructionSystemSaveConstructedItem::Seed is not initialized properly. Module:ConstructionSystemRuntime File:Public/Save/ConstructionSystemSaveGame.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: ObjectProperty FConstructionSystemUIPrefabEntry::Icon is not initialized properly. Module:ConstructionSystemRuntime File:Public/ConstructionSystem/UI/ConstructionSystemUIAsset.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: ObjectProperty FConstructionSystemUIPrefabEntry::Prefab is not initialized properly. Module:ConstructionSystemRuntime File:Public/ConstructionSystem/UI/ConstructionSystemUIAsset.h
[2023.04.06-12.56.14:975][ 0]LogAutomationTest: Error: LogClass: ObjectProperty FConstructionSystemUICategory::Icon is not initialized properly. Module:ConstructionSystemRuntime File:Public/ConstructionSystem/UI/ConstructionSystemUIAsset.h
Pattern matcher doesn't work when dungeon is not in origin
Snap Module info has no sprite
Snap Module Info actor needs a sprite and a scene root component so it can be moved around
loading errors on UE5 "Failed to load Outer for resource"
Hello,
When starting in game mode or on a packaged project, I get "Failed to load Outer for resource" errors for everything, including logic blueprints, enemies, meshes...
Here are some examples :
[2022.09.03-02.35.06:934][812]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'Template': EdGraphNode_DungeonMesh /Game/MainGame/Blueprints/Generators/DungeonArchitect/DT_GiantTree.DT_GiantTree:EdGraph_DungeonProp_0.EdGraphNode_DungeonMesh_96
[2022.09.03-02.35.06:934][812]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'Template': EdGraphNode_DungeonMesh /Game/MainGame/Blueprints/Generators/DungeonArchitect/DT_GiantTree.DT_GiantTree:EdGraph_DungeonProp_0.EdGraphNode_DungeonMesh_97
[2022.09.03-02.35.06:934][812]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'GridFlowTaskAbstract_CreateGrid_0': GridFlowExecEdGraphNode_Task /Game/MainGame/Blueprints/Generators/DungeonArchitect/DT_GF_GreenTemple.DT_GF_GreenTemple:GridFlowExecEdGraph_0.GridFlowExecEdGraphNode_Task_0
[2022.09.03-02.35.06:935][812]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'GridFlowTaskAbstract_CreateMainPath_0': GridFlowExecEdGraphNode_Task /Game/MainGame/Blueprints/Generators/DungeonArchitect/DT_GF_GreenTemple.DT_GF_GreenTemple:GridFlowExecEdGraph_0.GridFlowExecEdGraphNode_Task_1
[2022.09.03-02.35.06:935][812]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'GridFlowLayoutTaskCreatePath_0': GridFlowExecEdGraphNode_Task /Game/MainGame/Blueprints/Generators/DungeonArchitect/DT_GF_GreenTemple.DT_GF_GreenTemple:GridFlowExecEdGraph_0.GridFlowExecEdGraphNode_Task_16
[2022.09.03-02.35.06:935][812]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'GridFlowTaskAbstract_CreatePath_0': GridFlowExecEdGraphNode_Task /Game/MainGame/Blueprints/Generators/DungeonArchitect/DT_GF_GreenTemple.DT_GF_GreenTemple:GridFlowExecEdGraph_0.GridFlowExecEdGraphNode_Task_2
After that, there are these "red" errors :
[2022.09.03-04.37.03:226][784]LogOutputDevice: Error: === Handled ensure: ===
[2022.09.03-04.37.03:226][784]LogOutputDevice: Error:
[2022.09.03-04.37.03:227][784]LogOutputDevice: Error: Ensure condition failed: InstanceSceneData.IsValidIndex(RenderInstanceIndex) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp] [Line: 1442]
Any idea ?
thx
Can't build for Linux on UE 4.20.1
Hello,
I downloaded (August 14th 2018) the last Dungeon Architect from Epic launcher on Windows.
I then copied the plugin in a dedicated projects, so that it would be compiled when opened on Linux (Ubuntu 18.04).
I opened Unreal Editor 4.20.1, opened the project.
It started compiling then :
Weird if the plugin compiled on Windows and Mac at Epic...
Any idea ?
Landmass / Landscape Layers support
Explore Landscape layer support for non-destructive modifications
Add support for Landmass
SnapMap individual module rotation
Similar to SGF module db, support individual module rotations. Right now, only a global flag exists in the config to allow / disable rotations
IOS Crash On Build
I get the following crash on a shipping build on IOS. The crash happens when I build a dungeon at runtime and seems to happen randomly. The build for the same theme is successful most of the time. I haven't been able to recreate the crash in editor.
I wasn't able to recreate the crash on a development build to get more logs yet.
Dungeon Architect v2.23.2
UE4.27.1
Thread 4 Crashed:
0 ANewGame 0x105855234 FDungeonThemeEngine::Apply(TArray<FPropSocket, TSizedDefaultAllocator<32> >&, FRandomStream const&, FDungeonThemeEngineSettings const&, FDungeonThemeEngineEventHandlers const&) + 9982516 (DungeonThemeEngine.cpp:262)
1 ANewGame 0x1058551b0 FDungeonThemeEngine::Apply(TArray<FPropSocket, TSizedDefaultAllocator<32> >&, FRandomStream const&, FDungeonThemeEngineSettings const&, FDungeonThemeEngineEventHandlers const&) + 9982384 (DungeonThemeEngine.cpp:257)
2 ANewGame 0x1057f9cec UDungeonBuilder::ApplyDungeonTheme(TArray<UDungeonThemeAsset*, TSizedDefaultAllocator<32> > const&, TArray<FClusterThemeInfo, TSizedDefaultAllocator<32> > const&, TSharedPtr<FDungeonSceneProvider, (ESPMode)1>, UWorld*) + 9608428 (DungeonBuilder.cpp:221)
3 ANewGame 0x1057d7520 FDungeonBuilderTask::DoWork() + 9467168 (Dungeon.cpp:323)
4 ANewGame 0x1057d6798 ADungeon::Tick(float) + 9463704 (Dungeon.cpp:161)
5 ANewGame 0x107f909d8 TGraphTask::ExecuteTask+ 51120600 (TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) + 152
6 ANewGame 0x105ef9d94 FNamedTaskThread::ProcessTasksNamedThread+ 16948628 (int, bool) + 216
7 ANewGame 0x105ef9948 FNamedTaskThread::ProcessTasksUntilQuit+ 16947528 (int) + 108
8 ANewGame 0x105ef90e8 FTaskGraphImplementation::WaitUntilTasksComplete+ 16945384 (TArray<TRefCountPtr, TInlineAllocator<4u, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type) + 624
9 ANewGame 0x107f8ce10 FTickTaskSequencer::ReleaseTickGroup+ 51105296 (ETickingGroup, bool) + 380
10 ANewGame 0x107f8a120 FTickTaskManager::RunTickGroup+ 51093792 (ETickingGroup, bool) + 32
11 ANewGame 0x107bd37b0 UWorld::Tick+ 47200176 (ELevelTick, float) + 2352
12 ANewGame 0x107ac9c48 UGameEngine::Tick+ 46111816 (float, bool) + 740
13 ANewGame 0x10577b4e0 FEngineLoop::Tick+ 9090272 () + 4808
14 ANewGame 0x1062ae2e8 -[IOSAppDelegate MainAppThread:] + 1836
Level Streaming Query API
Blueprint access to the following level streaming query
- Chunk nearest to a point
- Load/Unload events
- Visible/Hidden events
- Run the event when built in the editor
- Move actors to another chunk
Gridflow Builder Corridor Width for Walls As Edges is Double the value set in flow graph
Currently the actual corridor width for the grid flow builder with walls as edges enabled can never be 1.
CorridorLaneWidth can be set to 1 but the actual width when building gets calculated to 2.
GridFlow: Door Alignment Issue
Doors are misaligned when facing X or Y direction
Discord: https://discord.com/channels/233207002463993857/234155775101108226/901545580885594144
Duplicate meshes with WallHalf
Every build I am getting duplicate messages 4.12 and I just tried 4.13 same thing.
See here...
https://forums.unrealengine.com/showthread.php?67599-Dungeon-Architect&p=595884&viewfull=1#post595884
Grid Builder: Support dungeon transform and rotation
Grid builder's tile space is confined and clamped to origin. The dungeon actor's origin gets clamped to the nearest tile.
Like the other builders (gridflow, sgf etc) support dungeon rotation, translation. These values should be picked up by the dungeon actor's transform
Shuffle and pick SGF/Snap Modules based on least used heuristics
This would reduce repetition
Oculus Rift 2: Crash [GetDoorFitConfiguration]
Crashes somewhere in here: SnapLib::FSnapGraphGenerator::GetDoorFitConfiguration
#00 pc 000000000c55d618 /data/app/com.xxx.xxx-z-gTD9txo1sJwq2QDJo9eQ==/lib/arm64/libUnreal.so!libUnreal.so (offset 0xb081000) (_ZN7SnapLib19FSnapGraphGenerator23GetDoorFitConfigurationE10TSharedPtrINS_11FModuleDoorEL7ESPMode1EES4_bR6TArrayIN2UE4Math10TTransformIdEE22TSizedDefaultAllocatorILi32EEE+27412) (BuildId: 9efe91e07e79a4ddccedbe5347ea4922a82c1aa3)
14:50:19.864
https://discord.com/channels/233207002463993857/234155775101108226/986391628468092990
GridFlow Pre-built Room placement
Explore ways to support pre-built rooms in GridFlow builder
https://discord.com/channels/233207002463993857/234155775101108226/1087999404394434670
(Neo, Dwunkypengy)
Fix the C++ project reference uproperty issue
Add category to all uproperty to fix reference errors
GridFlow Wall Alignment issue
Check wall alignment on rooms / corridors
https://discord.com/channels/233207002463993857/234155775101108226/1086305221883469845
Krileon
GridFlow Builder Crash When using small tilemap size per node
When using a tilemap size per node of 2,2 the following crash occurs.
`Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 147 from an array of size 143
UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_DungeonArchitectRuntime!DispatchCheckVerify<void,<lambda_e1b3d927ceaa9400940c2716091244cc> >() [D:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:165]
UE4Editor_DungeonArchitectRuntime!UGridFlowTaskTilemap_Initialize::RasterizeRoomCorridors() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\Domains\Tilemap\Tasks\GridFlowTaskTilemap_Initialize.cpp:414]
UE4Editor_DungeonArchitectRuntime!UGridFlowTaskTilemap_Initialize::BuildTilemap() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\Domains\Tilemap\Tasks\GridFlowTaskTilemap_Initialize.cpp:124]
UE4Editor_DungeonArchitectRuntime!UGridFlowTaskTilemap_Initialize::Execute() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\Domains\Tilemap\Tasks\GridFlowTaskTilemap_Initialize.cpp:84]
UE4Editor_DungeonArchitectRuntime!FFlowProcessor::ExecuteNode() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\FlowProcessor.cpp:104]
UE4Editor_DungeonArchitectRuntime!FFlowProcessor::ExecuteNode() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\FlowProcessor.cpp:59]
UE4Editor_DungeonArchitectRuntime!FFlowProcessor::ExecuteNode() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\FlowProcessor.cpp:59]
UE4Editor_DungeonArchitectRuntime!FFlowProcessor::ExecuteNode() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\FlowProcessor.cpp:59]
UE4Editor_DungeonArchitectRuntime!FFlowProcessor::ExecuteNode() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\FlowProcessor.cpp:59]
UE4Editor_DungeonArchitectRuntime!FFlowProcessor::Process() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectRuntime\Private\Frameworks\Flow\FlowProcessor.cpp:19]
UE4Editor_DungeonArchitectEditor!FFlowEditorBase::ExecuteGraph() [D:\UnrealProjects\ANewGame\Plugins\DungeonArchitect\Source\DungeonArchitectEditor\Private\Core\Editors\FlowEditor\FlowEditor.cpp:414]
UE4Editor_DungeonArchitectEditor!TBaseSPMethodDelegateInstance<0,FFlowEditorBase,0,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UE4Editor_Slate!FUICommandList::ExecuteAction() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:102]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:301]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_Slate!SButton::ExecuteOnClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
UE4Editor_Slate!SButton::OnMouseButtonUp() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4815]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5356]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5321]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2178]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2642]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1046]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:878]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4748]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll`
BP_DALB_GameState is broken
Mobile run time generation Z rotation wrong
Steps to reproduce:
- Use Topdown_SciFi assets and DA_SciFi_K4 profile from starter kit. Dungeon theme SciFi_NoRoof.
- Make a runtime dungeon map and compile for mobiles (Android ETC2 in my case)
- Deploy on actual phone and try to play.
Result: All walls messed and don't match the floor.
Why this happens: Topdown_SciFi assets have pivot point not in the centre of mass of mesh but in left- bottom corner. During buildtime and on a windows rotation correct and around pivot Z axis. On a mobiles during runtime generation wall rotates not around pivot axis, but center of mass of a wall mesh. With a prebuilt dungeons mobiles works fine.
UE4.14 Linux Server Crash
Hello,
During RunUAT for linux server the editor must start to cook content and this is resulting in the following error:
UE4Editor: === Critical error: ===
UE4Editor: Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x00000000b7397fa0
UE4Editor: Fatal error!
UE4Editor:
UE4Editor: [Callstack] 00 0x00007fb9fb1b5cdf FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*)
UE4Editor: [Callstack] 01 0x00007fb9fb090b95 FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*)
UE4Editor: [Callstack] 02 0x00007fb9fb19ab71 FLinuxCrashContext::CaptureStackTrace()
UE4Editor: [Callstack] 03 0x00007fb9eff204e0 CommonLinuxCrashHandler(FGenericCrashContext const&)
UE4Editor: [Callstack] 04 0x00007fb9fb19fbe2 PlatformCrashHandler(int, siginfo_t*, void*)
UE4Editor: [Callstack] 05 0x00007fb9fbfc3630 /lib/x86_64-linux-gnu/libpthread.so.0(+0x11630) [0x7fb9fbfc3630]
UE4Editor: [Callstack] 06 0x00007fb9fa80ade2 FMulticastDelegateBase::RemoveAll(void const*)
UE4Editor: [Callstack] 07 0x00007fb9f106eb81 FAssetThumbnailPool::~FAssetThumbnailPool()
UE4Editor: [Callstack] 08 0x00007fb993c4f609 FDungeonEditorThumbnailPool::~FDungeonEditorThumbnailPool()
UE4Editor: [Callstack] 09 0x00007fb993c2b59a TSharedPtr<FDungeonEditorThumbnailPool, (ESPMode)0>::~TSharedPtr()
UE4Editor: [Callstack] 10 0x00007fb9ef2a92e0 /lib/x86_64-linux-gnu/libc.so.6(+0x3a2e0) [0x7fb9ef2a92e0]
UE4Editor: [Callstack] 11 0x00007fb9ef2a933a /lib/x86_64-linux-gnu/libc.so.6(+0x3a33a) [0x7fb9ef2a933a]
UE4Editor: [Callstack] 12 0x00007fb9ef28f3f8 /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf8) [0x7fb9ef28f3f8]
UE4Editor: [Callstack] 13 0x0000000000415aca /home/gs/Engine/Engine/Binaries/Linux/UE4Editor(_start+0x2a) [0x415aca]
UE4Editor: Malloc Size=766267 LargeMemoryPoolOffset=962939
UE4Editor: Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Thank you
GridFlowQuery: Path between cells
Add a function to return a path between two cells. (take into account the keys while going through doors during search)
Platform Volumes Z offset - [Grass Land Demo]
Platform volumes have wrong z-offset in the statues in the grassland demo
Video: https://www.youtube.com/watch?v=qxfqK2djQnY&t=1m33s
Skip to 1:33
Need to investigate if this is a code issue or incorrect z offset in the theme file
SGF hangs while processing lots of markers in a module
Dynamic Nav mesh doesn't work on Instanced mesh
Dynamic Nav mesh doesn't work on Instanced mesh
Warnings that parent Script Classes not found UE5.1
Hi!
I'm not 100% sure, if this is maybe unique to my project, but here are the logged warnings:
LogEditorClassViewer: Warning: Class /DungeonArchitect/Samples/DA_SnapGridFlow_SideScroller/Blueprints/Characters/SS_SprintCamShake.SS_SprintCamShake_C has parent /Script/Engine.CameraShake, but this parent is not found. The Class will not be shown in ClassViewer.
LogEditorClassViewer: Warning: Class /DungeonArchitect/Samples/DA_SnapMap_GameDemo/Blueprints/Camera/Shakes/HeadBob_TakeDamage.HeadBob_TakeDamage_C has parent /Script/Engine.CameraShake, but this parent is not found. The Class will not be shown in ClassViewer.
LogEditorClassViewer: Warning: Class /DungeonArchitect/Samples/DA_SnapMap_GameDemo/Blueprints/Camera/Shakes/HeadBob_Shoot.HeadBob_Shoot_C has parent /Script/Engine.CameraShake, but this parent is not found. The Class will not be shown in ClassViewer.
LogEditorClassViewer: Warning: Class /DungeonArchitect/Samples/DA_SnapMap_GameDemo/Blueprints/Camera/Shakes/HeadBob_Run.HeadBob_Run_C has parent /Script/Engine.CameraShake, but this parent is not found. The Class will not be shown in ClassViewer.
LogEditorClassViewer: Warning: Class /DungeonArchitect/Samples/DA_SnapMap_GameDemo/Blueprints/Camera/Shakes/HeadBob_Idle.HeadBob_Idle_C has parent /Script/Engine.CameraShake, but this parent is not found. The Class will not be shown in ClassViewer.
Theme selector blueprint
Let the user select a theme from the list for different chunks of the dungeon. I individual builders decide what these chunks are (e.g. gridflow would call this function once for each room or cave chunk)
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