v3.7.0
in development
NEW
Blockout Designer (experimental) - A grey boxing toolset in the Dungeon Tools editor mode for hand crafting levels on a grid. Draw rooms, platforms, walls, stairs, ramps and angled slopes, lay carpets and hang cables with the Spline tool, and paint markers on tiles. Rooms emit the standard theme markers, so they work with your existing themes, and greybox meshes and lights keep unthemed rooms playable
NEW
Blockout Designer - Theming control with volume presets, overlapping volumes and painted markers
NEW
Blockout Designer - Slopes emit markers named by their size (e.g. Slope1x2), or can be kept as generated geometry
NEW
Blockout Designer - Works as a Snap Grid Flow / Snap Map module. Drop a Snap Connection actor on a wall and the wall opens up around it, sized by the new Connection Height on the connection asset
NEW
Blockout Designer - The blockout room shape is used directly in the minimap
NEW
Samples - Gothic vampire theme, a castle interior with great halls, galleries, stairs, stained glass, carpets and feast tables. All original art, modeled and textured for Dungeon Architect. Built with the Blockout Designer
NEW
PCG - Blockout support. Add a PCG component to a blockout grid actor and the Get Marker Points PCG node (renamed from Get Dungeon Markers Points) reads its markers, including the ones the pattern matcher adds. The grid re-runs its PCG components on every build
NEW
PCG - Get Marker Points node can filter by marker name, and works on actors the theme spawns, e.g. a PCG actor placed at a room corner only reads the markers around it. Use the Scope and Bounds Padding settings to control this
NEW
Theme Engine component. Theme any actor, no dungeon actor needed. Feed it markers with a Marker Collection component, assign a theme and press Apply Theme. Theme override volumes and the theme editor mode work with it too
NEW
Pattern Matcher - Proper 3D version of the pattern matcher, where you can define your patterns in 3D space. Backward compatible with the 2D version, select it from the drop down
NEW
Pattern Matcher - Double click a rule block to edit its condition as text, e.g. (Wall OR Fence) AND NOT Door, and the rule graph updates automatically
NEW
Pattern Matcher - Is Inside Dungeon condition (INSIDE_DUNGEON in rule text), e.g. to place windows only on walls that face outside. Works on the Blockout Designer for now
NEW
Pattern Matcher - Volume rules. Right click the grid and pick Add Volume to cover a block of tiles with one rule, instead of placing the same rule block over and over
NEW
Pattern Matcher - Folders in the patterns list, with an eye toggle to turn any pattern or folder off. List edits can be undone
NEW
Theme Editor - Blueprint lighting for the preview scene. Set Lighting Mode to Blueprint in the Preview Settings and point it at an actor blueprint with your own lights, sky, fog and post process. The choice is saved in the theme
NEW
Theme Editor - Instance Static Meshes option (experimental) on the Blueprint node. On instanced dungeons, a decorative blueprint's meshes are placed as instances for better performance
NEW
Theme Editor and Flow Editor reskinned with new node visuals and a darker graph background. The Pattern Matcher switch moved next to Save
NEW
Canvas - Fog of war and map icons on any actor with the new Dungeon Canvas Item component, with its own icon and tint, e.g. one key icon tinted per key color. Fog Of War Share Mode picks who sees whose exploration in multiplayer: free for all, per team or everyone
NEW
Snap Grid Flow / Snap Map - Better control over room repetition with the new Module Selection settings, plus Max Instances and Selection Weight on the module database entries, e.g. a shop or boss room that shows up at most once. Works well even with a small set of modules
NEW
Snap Grid Flow - Module Database editor. Browse the modules, rebuild the database and see each module's door problems in one place
NEW
Snap Grid Flow - Door Thickness on the module bounds asset leaves a gap between rooms for thick doors. The minimap draws the passage through the gap. 0 keeps rooms touching like before
NEW
Snap Grid Flow - If the modules don't fit the generated layout, the builder retries with a new layout instead of failing, and the output log says which room failed and why
NEW
Snap Grid Flow / Grid Flow / Cell Flow - The Create Path node can grow standalone paths, with Emit and Merge windows to control where a branch leaves and joins. Useful for multiplayer maps with no main path, e.g. team spawn paths merging into a central hub
NEW
Snap Grid Flow / Grid Flow / Cell Flow - Key and lock placement on maps with multiple spawns, and a Reachability Contracts list on the Finalize node to list the routes a finished map must keep open
NEW
Cell Flow - Cluster Blobbiness now works, and a new Room Size range on the path nodes merges cells into larger rooms
NEW
Cell Flow - Floor plans (experimental). The Create Cells (Floor Plan) and Create Cells (Floor Plan Volumes) nodes split a building into rooms and corridors, with multiple floors, typed rooms, an entrance door on the outer wall and non rectangular building outlines
NEW
Faster dungeon generation - Snap Grid Flow layouts and instanced mesh placement are several times faster, and theme rebuilds reuse what is already in the level instead of respawning it
NEW
Voxel Dungeons - Voxel Mesh Settings on the Dungeon actor can be accessed from Blueprints
NEW
Samples - Arena FPS sample, a fast arena shooter with wall running, double jump, crouch slide, ledge climb, bullet time and a set of weapons
NEW
Dungeon Architect Toolset for the engine's Unreal MCP plugin. Lets an assistant add Dungeon Architect's PCG nodes to a graph and inspect the markers a dungeon emits. Does nothing while Unreal MCP is off
FIX
Snap builders - Door fixes: doors on module edges could face the wrong side, entrance and exit door rules were not enforced with door categories, and door actors could go missing after saving the level or a play session
FIX
Snap Grid Flow / Grid Flow / Cell Flow - Layout reliability fixes: one-way doors could make a level unfinishable, key and lock placement gave up too early, a misspelled path name looked like a hang, and rare seeds could corrupt the layout
FIX
Snap Grid Flow - The Num Timeouts Retries Allowed setting had no effect
FIX
Cell Flow - Tiny leftover chunks scattered across the map
FIX
Flow Editors - Copy paste stacked duplicate pins on exec nodes
FIX
Pattern Matcher - Crash when a rule graph had a node that failed to load
FIX
Improved layout randomization across all builders, dungeons are now spread more evenly across seeds. Note that the same seed will produce a different dungeon than in the previous 3.6 version
FIX
Voxel Dungeons - Dedicated servers crashed while building a voxel dungeon. They now build the same dungeon as their clients on the CPU
FIX
Canvas - PS5 packaging failed with shader errors, plus stray fog of war pixels at the border and inconsistent soft shadows
FIX
Compile errors on Mac
CHANGE
Snap Grid Flow - Removed the Non Repeating Rooms and Prefer Modules with Minimum Doors settings. The new Module Selection settings replace them
CHANGE
Snap Grid Flow / Snap Map - One-way doors spawn the normal door if the connection theme has nothing on the one-way door marker, instead of leaving an empty doorway. The output log says which theme is missing it
CHANGE
Removed the Dungeon Architect Gameplay framework (DAG) experiment. It was experimental and never shipped, so existing projects are not affected