FAQ

Questions, answered.

Dungeon Architect is a procedural level generation plugin for Unreal Engine and Unity, made by Code Respawn since 2015. The current releases are 3.7.0 for Unreal and 1.23.0 for Unity. Here is what people ask before they buy, and the answers.

How much does Dungeon Architect cost, and what license tiers are there?

Dungeon Architect is sold on Fab for Unreal Engine and on the Unity Asset Store for Unity. The current price and the license options for your team are shown on each store listing; the stores set them, and they can change during sales. One license covers the plugin, its samples and every future update.

Is the source code included?

Yes. Every copy ships with the full source code: one license, free lifetime updates, full source code. On Unreal the plugin is a C++ plugin you can read, debug and extend in your own project.

Are updates free?

Yes: one license, free lifetime updates. Dungeon Architect has shipped 123 Unreal releases since v0.1.0 in August 2015, roughly one every four weeks. The changelog lists all of them. Most updates need nothing from you: install the new version and keep working. The upgrade notes cover the exceptions.

Which Unreal Engine and Unity versions are supported?

Unreal Engine: Dungeon Architect 3.7.0 supports Unreal Engine 5.8. Support for 5.8 arrived in 3.6.0 (June 2026), and for 5.7 in 3.0.0 (November 2025).

Unity: Dungeon Architect 1.23.0 for Unity supports Unity 6 and is tested on 6.3 LTS and 6.5. The samples use URP, and the core tool works on any render pipeline.

Which platforms and consoles does it run on?

The Unreal changelog records Windows, macOS and Linux support, and the 3.7.0 release fixed a PS5 packaging issue in the Canvas minimap. The levels it builds are regular engine content (meshes, actors and blueprints from your theme).

Does it work in multiplayer and on dedicated servers?

Yes. The Build System handles multiplayer for you: the server builds the dungeon and sends its seed to every client, each client builds the exact same dungeon locally, and the match waits until everyone is done. Players who join late catch up to the dungeon that is already running. Since 3.7 a lobby can hold players while their dungeon builds.

Dedicated servers work too, including voxel worlds: servers have no renderer, so they automatically fall back to a CPU path that runs the same density math and builds the same world as their clients. A complete multiplayer sample with a server browser, lobby, synced minimap preview and late join ships with the plugin. More on the multiplayer page.

Can levels be generated at runtime, or only in the editor?

Both. In Unreal, the Build System builds the dungeon when the game starts and spawns the player inside it, with a new dungeon every time if you turn on Randomize Seed On Build. Since 3.6, players can also pick and build a new dungeon mid-game from any UI. In Unity, dungeons can be built at runtime from your own scripts.

You can also build in the editor and keep the result as a hand-tuned level. A few features are editor-only by nature: the Landscape Transformer edits landscapes, which can’t change at runtime, so you randomize in the editor and bake the result. Voxel worlds can be baked into static meshes in the editor as well.

Does Dungeon Architect work with Unreal’s PCG framework?

Yes. Dungeon Architect integrates with PCG rather than replacing it. Flow graphs can drive Unreal’s PCG system (3.0 shipped Electric Dreams integration samples), and DA’s own PCG nodes read the dungeon’s layout. The Get Marker Points node turns the dungeon’s markers into PCG points, so a PCG graph can scatter candles, tables and props exactly where the theme expects them. Since 3.7 it also works on Blockout Designer rooms and can be scoped to the markers around a single spawned actor. See Dungeon Architect vs the PCG framework for when you want which.

Does it work with Lyra?

Yes. The video on the homepage shows a level built with Dungeon Architect in Epic’s Lyra, played by two teams of bots, and Lyra compatibility fixes have shipped in the changelog (most recently in 3.5.0). The Build System is made of components that attach to the game mode and player controller you already have; the Add the Build System to an Existing Project video shows how to add them without touching Epic’s own content.

Will Dungeon Architect support Unreal Engine 6?

Yes, that’s a committed item on the Unreal roadmap: Dungeon Architect will support UE6 from day one, with native Scene Graph and Verse integration, developed against the public ue6-main branch throughout Early Access.

Is there a Unity version, and is it the same as the Unreal one?

There is. Dungeon Architect for Unity has its own builders (Grid, Grid Flow, Snap, Snap Grid Flow and City) and the same theme engine idea. Some newer features, such as GPU voxels and Cell Flow, ship in Unreal first; the Unity roadmap tracks what is coming over. The Unity version is sold on the Unity Asset Store, the Unreal version on Fab.

Where do I get help?

The documentation covers every builder and tool, the video tutorials walk through the common workflows, and the forums are the place for questions and bug reports.

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One license. Free lifetime updates. Full source code.
21,000+ DEVS · 11 YEARS · UNREAL & UNITY
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