- New: Grid Flow builder's Create Main Path and Create Path nodes support position constraints. Use a script to control where the nodes are created in the flow graph. Sample added to the launchpad
- New: Grid Flow supports static spawn / goal room positions. This allows you to blend your static level art with the procedural dungeon. Added a new sample in the launchpad demoing this
- Fix: Module database is more fault tolerant while finding and assigning user defined connections during compilation. When your connections are off by a little, it will make a better guess of the right connection slot
- Fix: Fixed the grid builder's paint data getting destroyed on dungeon rebuilds
- New: New side scroller sample setup for snap grid flow builders in the Launch Pad
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import os | |
import shutil | |
import subprocess | |
# Step 0: Delete 'Plugins_Temp' and 'Plugins_5.3' directories if they exist | |
if os.path.exists('Plugins_Temp'): | |
shutil.rmtree('Plugins_Temp') | |
print('Deleted existing Plugins_Temp directory.') | |
if os.path.exists('Plugins_5.3'): | |
shutil.rmtree('Plugins_5.3') |
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[/Script/Engine.Engine] | |
[CoreRedirects] | |
+ClassRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+EnumRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+FunctionRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+StructRedirects=(MatchSubstring=True,OldName="/Script/OldPluginRuntime",NewName="/Script/NewPluginRuntime") | |
+ClassRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") | |
+EnumRedirects=(MatchSubstring=True,OldName="/OldPlugin",NewName="/NewPlugin") |
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#include "MyMeshExporter.h" | |
#include "RawIndexBuffer.h" | |
#include "StaticMeshVertexBuffer.h" | |
#include "PositionVertexBuffer.h" | |
void UMyMeshExporter::ExportStaticMesh(UStaticMesh* StaticMesh) | |
{ | |
const FStaticMeshVertexBuffer& VertexBuffer = StaticMesh->RenderData->LODResources[0].VertexBuffer; | |
const FPositionVertexBuffer& PositionVertexBuffer = StaticMesh->RenderData->LODResources[0].PositionVertexBuffer; |
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https://jeemainonline.in/how-to-prepare-for-jee-main-advanced/ | |
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Version 2.36.0 Release Notes [25-Dec-2024]
- CRITICAL FIX: Theme editor viewport property changes no longer trigger editor crashes
- Fix: Resolved multiplayer build sequence issue where dungeons were building on clients before server completion
- Fix: Corrected Grid Flow debug visualization alignment for dungeons placed away from world origin
- Fix: Improved memory management during dungeon generation to prevent editor crashes when changing levels while the dungeon was being built
- Fix: Resolved naming conflicts between Lyra and Dungeon Architect Gameplay framework (DAG)
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using DungeonArchitect; | |
using DungeonArchitect.Builders.Grid; | |
public class FurthersRoomsMarkers : DungeonMarkerEmitter { | |
public string startMarker = "StartRoom"; | |
public string endMarker = "EndRoom"; |
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template<typename T> | |
T* GetAsset(const FName& Path) { | |
UObject* Obj = StaticLoadObject(UDungeonThemeAsset::StaticClass(), nullptr, *Path.ToString()); | |
return Cast<T>(Obj); | |
} | |
void ADA413XGameMode::BuildDynamicDungeon() { | |
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alert('test'); |
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