Hi Guys! Please let me know if this Tutorial was useful to You. I want to know. And please share if you make anything cool with this, I also want to see that 🙂 If you have better ways of doing some of these things I do in the video. Please let me know.. I'm always ready to learn 🙂 - Have a Nice Day 🙂
@v8matey6 ай бұрын
Hello, I have an idea for a tutorial much like the one in this video. But for interiors of buildings. For example a suburb house. Say I purchased a house model thats only the exterior model off marketplace. I add a Volume(s)? inside the house model and place Doors and Window markers that line up to the exterior building model / texture. And the interior of the house will procedural generate. 1 Hallway. 1 or more rooms, each room must have a door an window. 1 lounge room 1 kitchen 1 Dining room 1 laundry 1 bathroom 1 toilet room 1 Front door "room" < No walls 1 Back door "room" < No walls That Suburb house actor BP etc. I then copy an paste it around in the level. The interior will always be slightly random an different to the other one. Maybe same layout but the room objects can also be placed randomly. Bed against the wall. or in the center?
@REE-Animation6 ай бұрын
@@v8matey you should be able to do something like that with the spawn system I did in part 2 Make spawn point for walls, spawn points for furniture against the wall. But you will have to make a lot of specific spawn points, because a table can’t be placed anywhere right..
@megaamiga31695 ай бұрын
Very usefull ! it's holydays and i need to learn well and fast for fun ! Perfect tutorial ! very well detailled and handable for a noob like me !
@REE-Animation5 ай бұрын
@@megaamiga3169 Nice. Thanks 🙂✊
@docendgame3 ай бұрын
You can bet I will share you what I make from your tutorial. This is what I need to for the core of my game.
@d74g0n6 ай бұрын
Having done thousands of tutorials. I have to say this one is an absolute gem. The way you make errors disappear is unparalleled.
@REE-Animation6 ай бұрын
Haha.. Thanks. I am very surprised myself that this has no errors.. 🙂
@LjTrader6 ай бұрын
@@REE-Animation Mine throws errors. Though getting it completed is great. Although mine is not on a single level, and the final Sealing Wall is repeated multiple times. When finished it does works. Thanks for the tutorial! It was great way to start learning properly creating blueprint use correctly.
@EagleTopGaming6 ай бұрын
Throw this into the description of the video if you think these are OK chapters. Chapters: 00:00:00 Preview 00:00:58 Scene Cleanup 00:02:15 Actor Creation 00:03:33 Room Setup 00:10:48 Room Explanation 00:11:42 Sorting The Room 00:13:46 Testing The Room 00:14:06 Making a Dungeon Material 00:15:02 Setting Up Room Exits 00:18:50 Generator Spawn Room 00:20:50 Storing Exits in a List 00:25:31 Setting it up as an event 00:27:03 Spawn NextRoom Event 00:42:13 Spawn More Rooms 00:49:00 Fixing Overlapping 01:04:06 Collision Fix 01:10:42 BP Cleanup 01:12:30 Adding More Rooms 01:18:22 Closing Unused Exits 01:26:11 DUNGEON COMPLETE 01:30:00 More Rooms! 01:36:53 Generation Failsafe 01:47:33 Outro
@REE-Animation6 ай бұрын
I'm sorry, forgot to do this.. Thank you so much.. I have pasted it in now 🙂
@MA3DPOSSIBLE2 ай бұрын
It's when I come across channels like this that I think.. "Heroes of our times"
@REE-Animation2 ай бұрын
@@MA3DPOSSIBLE Thanks man ✊🙂
@raza9013 ай бұрын
Dude I’m about to cry I’ve been looking for this tutorial since 2019 and have left my project behind because of the lack of informations. God bless you man, I hope this series of tutorial about dungeon generation will last forever it is so important for me. Big support from Switzerland ! 🙏🏼
@REE-Animation3 ай бұрын
@@raza901 Thanks man 🙂 I hope it will help you with your game ✊
@mattgreen7537 ай бұрын
Part 2 would be awesome! It would be cool to have something that adds elevation changes like stairs or elevators.
@REE-Animation7 ай бұрын
You are not the first one suggesting that 🙂
@PhoenixArtistIvan6 ай бұрын
I second this
@bixarrio52516 ай бұрын
I've been building dungeons like this for a while (albeit in Unity). I believe elevation is built-in since the exits line up. If you make a room with stairs and put the exit at the top or bottom, the generator should place the next room at the correct place. Another addition is to add rules to the rooms and exits that specify what types of rooms can connect to what exit. So, you randomly pick an exit and then filter the list of available rooms based on the allowed types of the chosen exit. Then pick a room from the filtered list
@REE-Animation6 ай бұрын
@@bixarrio5251 yes.. It just works 🙂 Part 2 is up btw
@nahmanyomama5 ай бұрын
@@REE-Animation Vazgriz has an interesting video on procedural 3D dungeons. I'm not a programmer, so not sure if the language is the same as ue5, but he does define the steps and logic for his code. There could be an analogue in ue5 that you could create.
@MeowMasterZombo19 күн бұрын
Fantastic tutorial. Despite almost being 2 hours long, every single thing in it works. Hats off.
@REE-Animation19 күн бұрын
@@MeowMasterZombo Thank you sir 🙂❤️
@JerryRiggle12 күн бұрын
Thanks for this tutorial, the level of detail you go into is perfect for someone like me.. technical background but entirely new to Unreal. I was trying to workout a plan for procedural generation when I found your video. Kudos to your good work, sir!
@REE-Animation12 күн бұрын
@@JerryRiggle Thanks man 🙂🙏
@alexlangrell4540Ай бұрын
This has breathed life into trying to make a simple game, thanks for making this video.
@REE-AnimationАй бұрын
@@alexlangrell4540 That is great to hear, thanks 🙂
@alexlangrell4540Ай бұрын
@@REE-Animation I finally, got it working, I'm still having trouble with the walls, once i get more floors made i will test it again. Also, probably should have added a start and finish level so we can just create from beginning to end in one video, I got frustrated trying to add single levels outside of the dungeon list; and ultimately had to start the project over again because unreal deleted my master dungeon spawn. In any case i will watch your other videos to see if i can fix these issues.
@REE-AnimationАй бұрын
@ I’m sorry for the problems you have. I know different versions of Unreal are giving different problems, that I don’t get in the video
@freedomofspeech210029 күн бұрын
4:45 Collision and box did not overlap because collision also has box extend values. Technically you should use those instead of scale. At least that was the deal for better performance a few years back. I dunno if it matters anymore.
@REE-Animation29 күн бұрын
@@freedomofspeech2100 Thanks.. Noted
@Tsunamigue3 ай бұрын
God sent. Nice workaround for not using complex generation using just vertices and polygons 🥰
@absolutemadman51156 ай бұрын
Tried out many different methods of procedural generation before and I have to say this is the simplest guide to follow, everything is so easy to understand! There's a lot of freedom in this system also, you can make tiles of any shape or size, including ramps that lead to other floors (as long as the exits are marked)
@REE-Animation6 ай бұрын
Thanks. Yes exactly, your creativity with the room designs is what will make this dungeon really come to life.. We just have to make sure there’re enough exits to select from
@marcelosegovia68636 ай бұрын
Thanks!
@REE-Animation6 ай бұрын
Wow man!! Thanks! My first super thanks donation. This is epic dude. I appreciate it SO much 🙏❤️ What a great day thanks to you 🙂✊
@Arthur-13376 ай бұрын
Not gonna lie I love this style of tutorial. After a few weeks botting around on my own its nice to see how someone else tackles those problems who has some more base knowledge. Thanks, I needed this, gave me a ton of ideas :D
@REE-Animation6 ай бұрын
Awesome. Thanks 🙂 Please do share if you have improvements to this video ✊
@full_afterburnerАй бұрын
thanks so much for doing this tutorial. One thing I noticed at 24:44 you dont need the append operation, you can set directly from the get Children Components Call straight into Exits Lists, and it takes care of the array to list conversion (5.4.1)
@REE-AnimationАй бұрын
@@full_afterburner Thanks 🙂 still much to learn
@yellowflash58386 ай бұрын
31:28 perhaps before the split, the transform input is taken as null and after the split, it is defaulted to...default values
@TheDanimaul4 ай бұрын
I really enjoy the raw take on the tutorial, not scripted, just flying by the seat of your pants. If "mistakes" or changes were made it was awesome seeing the process on identifying the issue and changing it. All very helpful, well explained and a great tutorial. I learned a lot from this video alone versus the others I have seen. I look forward to more of your tutorials!
@REE-Animation4 ай бұрын
@@TheDanimaul Thanks man. I appreciate the nice feedback ❤️🙏 It encourages me to make more 🙂
@smelly-onion45 ай бұрын
Amazing tutorial. As somebody who doesn’t yet have experience with unreal engine, this is an absolute gem. I’m going to try to do something similar for generating the rest of the dungeon around a few key rooms, such as the ending, starting, and special rooms.
@REE-Animation5 ай бұрын
@@smelly-onion4 Nice. I’m happy you found it useful 🙂 Keep going ✊
@lycanthropaul3 ай бұрын
As a new user, this was a very helpful tutorial. I have been watching a lot of "get started" videos and this was by far my favorite. Even answered questions and things I had had issues with from other videos. 10/10
@REE-Animation3 ай бұрын
@@lycanthropaul Thanks man. I really appreciate the kind words ❤️🙏
@t3hpwninat0r6 ай бұрын
i did a similar thing with branching paths to look like slay the spire maps and it was a real pain the butt but i got it to work. your use of arrows is super clever and i wish i had thought of that. i'm definitely going to use this tutorial for a new little dungeon looting game. thank you! :D
@REE-Animation6 ай бұрын
Cool man. Thanks 🙂
@squidz27207 ай бұрын
This is amazing! About a month ago I was trying to figure out how to do this and i just couldn't understand and get the tutorials I followed to work! I tried making it myself but got very overwhelmed and lost motivation, so I gave up! Thank you so much for uploading this man, super super helpful!
@REE-Animation7 ай бұрын
Thanks for watching man 🙏
@therustedmonkie478728 күн бұрын
Bro. This is exactly what I was looking for. Much love for this man!
@REE-Animation28 күн бұрын
@@therustedmonkie4787 🙂✊
@_NoxStrix_5 ай бұрын
Cup of coffee and some popcorn?! 😂
@REE-Animation5 ай бұрын
@@_NoxStrix_ Good time right 🙂
@ronb.98507 ай бұрын
IF every Dev tutorial explained the process like you, there would be less confusion for new aspiring devs. I was able to use your information and rewrite it in CPP. Thank you for the great tutorial. Just a side note. When you cast to box component, that is the cube you are choosing. To cast to the Box Collision (OverlapBox), you need to select your Box Collison (OverlapBox) in the Components Panel, then search for it in the Event Graph.
@REE-Animation7 ай бұрын
Thanks for the kind words ❤️ Are you saying that I’m casting to the geometry box and not the overlap box? But how is it still working then?
@ronb.98507 ай бұрын
Yes, saying that though, I haven't tested what your new Collision setting is doing in the Collision presets. I'm still learning myself. And I'm doing this the same way you are at the moment. But, by the way it's set up as is seems to work fine.
@ronb.98507 ай бұрын
I will try to remember to test and comment here later when I have time. After thinking about it, I maybe mistaken that you are casting to the cube component. Either way, it works!
@alexh25484 ай бұрын
I just wanted to let you know how amazing you are at conveying what you're doing, very easy to understand and very well executed, thank you for sharing all your hard work. :)
@REE-Animation4 ай бұрын
@@alexh2548 Thanks man. I appreciate the kind words 🙏❤️ And thank YOU for watching 🙂✊
@Velgan834 ай бұрын
Just picked up a course to learn unreal engine 5 and I had procedural dungeons in mind for my first game, so thanks mate! You're a lifesaver, I cannot thank you enough, really! Love your vids, watched a few of them, definitely inspiring and encouraging. Keep on good work and thanks again!
@REE-Animation4 ай бұрын
@@Velgan83 Thanks man. Appreciate the kind words 🙂❤️
@Velgan834 ай бұрын
@@REE-Animation You're welcome bro! That's the least I can do🙂🖤
@opaquefilm6 ай бұрын
super clear and concise! I followed this pretty easily and I don't know UE that well. looking forward to pt.2 with multi-levels
@REE-Animation6 ай бұрын
Thanks.. I find it a little odd that people are requesting multiple levels. As you can basically just make a room with two floors, and then just set the new exit point on the second floor. And it should just work 🙂 But.. It’s on my part 2 to-do-list 👍
@opaquefilm6 ай бұрын
@@REE-Animation I was actually just thinking that as I was falling asleep. I'm going to experiment with it today. It should work perfectly fine as you've suggested
@BelkaNaPleche4 ай бұрын
Это просто невероятно круто!!! Спасибо тебе огромное, ты восхитительный человек!
@ronb.98507 ай бұрын
Also, it is easier to select your Box Collision (OverlapBox) in your master room, create an event in the Event Graph, then go the the Dungeon Generator Event Graph, you can then cast to the Box Collision (OverlapBix).
@REE-Animation7 ай бұрын
Oh.. That is actually a good idea, and much simpler I think. Thank 🙂
@collider43786 ай бұрын
Good suggestion and something I had been playing with but haven't figured out - can you clarify a little? In Master are you creating a custom event, or using the On Component Begin Overlap (Overlap Box) event? I find that overlap doesn't trigger if an actor is spawned on top of another one, only if one of the objects moves. Are you adding any additional code here (like destroy actor?) Thanks!
@REE-Animation6 ай бұрын
@@collider4378 I never trust begin overlap, as you say, when it spawn inside it doesn’t trigger overlap.. That is why check for overlap is much more solid
@bibiliciousАй бұрын
Hey man, I just wanted to give you some tips; Creating and Destroying actors has a memory cost, so I would suggest making sure you can spawn an actor instead of destroying incorrect ones, so before you create a next room, you could do a trace (sphere, box) and check if there is anything already there, if yes, remove the random exit from the exits and reroll a random exit, it will eventually find one. Second, for procedural content in general, you want to work from streams (it will allow you to replicate behavior and bugs and fix them), so when using random nodes, try and use one with a stream (stream could be generated before you start creating the dungeon).
@REE-AnimationАй бұрын
@@bibilicious Thanks.. Didn’t think or know about create/destroy cost.. Streams are covered in part two I believe ✊
@Mr.dingles4 күн бұрын
Hi there, could you explain a bit more on how to go about circumventing overlapping problems with the rooms?
@REE-Animation4 күн бұрын
@@Mr.dingles It’s explained in the videos
@Mr.dingles4 күн бұрын
@@REE-Animation is it the one in this video? I was more so trying to do the one that didn’t created memory inefficiencies? No offense to your tutorial, its a fantastic one!
@REE-Animation4 күн бұрын
@ Hehe.. I honestly don’t know anything about memory efficiency or anything like that. You probably know more about it than I do. If you can check for overlap before actually spawning the room, then that would be a good solution I think. I just don’t know how to do that 🤷
@XD-iq1vr25 күн бұрын
This is really amazing tutorial video bro! Thx!
@REE-Animation25 күн бұрын
@@XD-iq1vr No problem 🙂✊
@fulydev2 ай бұрын
On “Infinity Loop” or “Call Stack” error you guys can use “Delay Until Next Tick”, this delay will wait till next tick to fire off the spawn function again
@mikedolan036 ай бұрын
perhaps instead of a timer or in addition - you could make an event that detects overlaps on the exit arrows - if they are colliding with something new - the removed themselves from the list of exits. this would prevent it from looping over a bunch of exits that dont exist. and then eventualy the exit list will reflect the real amount of exits and if you detect the list is 0 length you can declare the dungeon failed and regenerate a new one
@REE-Animation6 ай бұрын
Yeah. There’re probably many ways to solve this. It’s hard stuff for my brain to understand
@mikedolan036 ай бұрын
@@REE-Animation i demoed a little of the version i created based on your video on my channel this morning kzbin.info/www/bejne/l2i6oJ6rqatqj7c
@ayron4196 ай бұрын
Ive been researching different methods of procedural generation and find this video very helpful. Thank you!
@REE-Animation6 ай бұрын
Cool 🙂
@Chuckstarrious7 ай бұрын
Perfect timing, I searched for exactly this type of tutorial not too long ago, thanks!
@REE-Animation7 ай бұрын
Thank you too. I hope it will be useful to you 🙏
@mikedolan036 ай бұрын
even tho you had to figure things out on the fly and you were a little self conscious about it hurting your tutorial --it totally didnt! this was really a great explanation with a cool result! thanks for sharing this solution and your process!
@REE-Animation6 ай бұрын
Thanks for the kind words 🙂🙏
@nogabss4106 ай бұрын
Man, i can't thank you enough, i was looking for something like this for months, im studying Digital Games in my College and i was looking for a way to do procedural dungeons/labyrinth, thank you : D
@REE-Animation6 ай бұрын
🙂🙏
@simday86533 ай бұрын
This tutorial is awesome! You did a great job for someone who is new to tutorials!
@REE-Animation3 ай бұрын
@@simday8653 Thanks man. Appreciate the kind words 🙏❤️
@Ashimoido6 ай бұрын
This was exactly what I needed and the pacing was perfect for a beginner like me. Thank you for this!
@REE-Animation6 ай бұрын
Thanks man, I’m happy you liked it 🙂❤️
@SoggySocksGames4 ай бұрын
Learnt more QOL tidbits from the first 20 minutes of this video than I have over the past 50 tutorial videos I've seen - good stuff 👍
@REE-Animation4 ай бұрын
@@SoggySocksGames Nice. Thanks 🙂🙏
@Rezinoc6 ай бұрын
I don't ever comment on youtube videos but I have to on this one. This is an amazing tutorial and I greatly appreciate the time and effort that you put into making the video.
@REE-Animation6 ай бұрын
Thanks man 🙏 I also appreciate your kind words 🙂❤️
@POTATO-pl8ktАй бұрын
LETS GOOOOOOOOOOOOOOOOO THIS IS AWESOME! THANK YOU FOR THE SERIES
@REE-AnimationАй бұрын
@@POTATO-pl8kt Thanks for being here 🙂✊
@POTATO-pl8kt28 күн бұрын
@@REE-Animation Thank you for existing and sharing this. It truly is incredible and I really appreciate you!
@REE-Animation28 күн бұрын
@ Thanks man ❤️🙏🙂
@BooneyTune7 ай бұрын
Fantastic! Thanks for putting in the work to share this with us
@REE-Animation7 ай бұрын
🙂✊
@hernangomar54453 ай бұрын
just finished this part worked great, not sure if you are into multiplayer stuff but tried to ran it with 2 players and each one creates its own dungeon
@REE-Animation3 ай бұрын
@@hernangomar5445 I haven’t touched multiplayer at all.. It scares the shit out of me 😬
@pavelksen31663 ай бұрын
Try this, when you generate something random, use Random from Seed. If the seed is the same on Client and on Server, you will get equal results
@HmmIndeedQuite5 ай бұрын
Great tutorial, helped a lot, it was also nice how you actually explained what was going on unlike most tutorials.
@REE-Animation5 ай бұрын
@@HmmIndeedQuite Thanks 🙂
@fishfryer875 күн бұрын
Thank you so much for your help, Super Easy to follow!
@REE-Animation5 күн бұрын
@@fishfryer87 🙂❤️
@TheJMBon4 ай бұрын
1:37:50 I would not use a timer for this. On older or slower systems, this timer might cause an infinite loop or creating and destroying dungeons because the host computer is slow. If it were me, if there were no more room exits in the array, I'd have the script exit and call the dungeon complete...or, select the last room placed, delete it and place another that has more exits. Any sort of timer in procedural generation is a REALLY BAD IDEA from a host hardware pov. Especially when you start adding lots of meshes and the vertex count rapidly increases.
@REE-Animation4 ай бұрын
@@TheJMBon Alright, didn’t know that 😮 I honestly don’t know a lot about good practices in Unreal, and I probably shouldn’t be teaching anyone anything.. But most people are learning something from this, so I consider that a win. Despite the issues the system have 🙂
@TheJMBon4 ай бұрын
@@REE-Animation No, you're doing great. Your video is really the first one that I've seen do proc dungeon generation from end to end. It's really good and don't let anyone tell you otherwise. I've been making games for just 2 years in UE (but have done c++ software dev controlling hardware for 16 years) and you're doing fine. I'd have no issues teaming up with you to make a game.
@REE-Animation4 ай бұрын
@@TheJMBon interesting 🙂 Please join my discord.. I might be asking for a programmer in the future ✊
@arcturus2685Ай бұрын
I can’t thank you enough!!! May everything you wish come true man❤
@REE-AnimationАй бұрын
@@arcturus2685 🙂🙏❤️
@codyac55803 ай бұрын
So the reason why the Floor and the OverLapBox did not align is the dimensions are off. To fix this (with the OverLapBox selected) Go to the details panel and in the category Shape > Box Extent set the dimensions to 50,50,50. This will match your default cube dimensions which are 100x100x100.
@REE-Animation3 ай бұрын
@@codyac5580 🙏 genius
@darkestdaysvideogame7 ай бұрын
I was doing something like this for my game, but problem from design perspective is that you still want some control over your layout especially if you need certain things to actually appear, not too far not to close from spawn point so I decided to keep layout mostly the same but randomly generate things inside the room. But I believe you can create some integer to count the amount of rooms that spawned and after that to spawn the specific room you need. Also look into hiding rooms(actors) that are for example of 20k units from the player so it doesn't lag the game. Those additions could make for a good part 2 for people using your system.
@REE-Animation7 ай бұрын
Good suggestions.. But doesn’t unreal hide geometry outside of the camera view automatically?
@darkestdaysvideogame7 ай бұрын
@@REE-Animation I believe it does (not sure for nanite meshes), though I'm not sure if said actors stay in memory, if you were for example to generate to infinity (in the direction that player is moving).
@StephenHermer6 ай бұрын
This is probably the most useful tutorial I have seen on KZbin. Thank you!
@REE-Animation6 ай бұрын
Awesome! Thanks 🙂❤️
@docendgame3 ай бұрын
Dude, ai have been looking for something like this. I am just starting your tutorial but seeing where it is going it definitely seems to be what I am needing to get started. I look forward to watching all your tutorials on this. Thank you!
@REE-Animation3 ай бұрын
@@docendgame Nice! Thank you for the kind words, and thanks for dropping by my channel ❤️🙏
@Euenise6 ай бұрын
big help, couldn't find any tutorial that actually helped
@REE-Animation6 ай бұрын
🙂🙏
@xxfirehexx16322 ай бұрын
Great tutorial thanks very much for all of this!
@REE-Animation2 ай бұрын
@@xxfirehexx1632 Thanks for watching 🙂
@martineugenionunellrey79246 ай бұрын
Very nice totorial, I´ve found it very useful! I wouldn´t use timers to check for a closed dungeon but eliminating exits after an overlap and checking for exits > 0 before placing the next room. Also, overlapping seems not as the best way to make this, as it is easy for begginers to understand, but it´s really resourse inneficcient, I would use some logic check with a 2 dimension array (or 3 for a pro dungeon with different levels) to check for overlapping without generating anything so it doesn´t take so many resourses generating, colliding, eliminating.
@REE-Animation6 ай бұрын
Thanks. Yes agree with the overlap thing.. Should perhaps just spawn the overlap box alone to check, and not the entire room.. Or something completely different..
@Micaniker4 ай бұрын
Bro in the beginning you said you dont know how to do tutorials but for real with no fake talk or anything your tutorial style is entertaing and its just _AWESOME_😂😊 and knowledgeable i learned alot from you not only about building a room generator but in general using ue blueprints. Thank you and please keep it that way it is better to watch something not "perfect" than perfect "with no mistakes".
@REE-Animation4 ай бұрын
@@Micaniker Thanks man! I really appreciate the kind words 🙏 It encourages me to make more tutorials 🙂 Thanks for the feedback, I’m happy you like it ❤️✊
@lucasribeiro32926 ай бұрын
Amazing tutorial ! Thanks man, part 2 would be cool.
@REE-Animation6 ай бұрын
Thanks.. I’m thinking about it 🙂
@sami444L7 ай бұрын
Thanks for this because i was following some outdated tutorials
@REE-Animation7 ай бұрын
🤜🤛
@stevenhalliwell12296 ай бұрын
This is awesome. I know you find tutorials hard, but the way you do them 'warts n all' is the besy way. Kinda shows that it's okay to make mistakes and this is how you then fix them :) Keep up the good work.
@REE-Animation6 ай бұрын
Thanks man. It means a lot 🙏❤️
@Deamonboy6 ай бұрын
This was a very clear, very well done Tutorial, great for beginners that want to do stuff. 10/10 would definitly reccomend! (als the fact you left your mistakes in, and showed how you solved them is very very usefull for people, so double bonus points on that! ). Most tutorials on this subject use very complicated stuff, and you just Kept it simple.
@REE-Animation6 ай бұрын
Thanks. Appreciate the kind words 🙂🙏
@BoodleBops5 ай бұрын
loved watching you figure out how to do it as you made the tutorial, lol. Your tutorial was awesome, and got me right where I need to be!
@REE-Animation5 ай бұрын
@@BoodleBops Nice. Thanks 🙂
@collider43786 ай бұрын
Thanks for this, great to see the thought process. I had been working on exactly this, just a nice simple room based implementation that I can build on. Some of the tile based versions out there are cool, but too much for my needs. Like you, I prefer understanding the code I'm working on and experimenting to see what works. Btw, this is the first I've heard of your channel and game, glad I found it. Gorm looks absolutely beautiful, you've put your heart into it. I'll be following along, looking forward to seeing how it ends up!
@REE-Animation6 ай бұрын
Thanks man! Appreciate you dropping by and staying around 🙂🙏❤️
@Hyperdelica-Xander5 ай бұрын
Simply Amazing my Guy!!! More like this!!
@REE-Animation5 ай бұрын
@@Hyperdelica-Xander Thanks you 🫵🏻🙂
@ripsy7 ай бұрын
Part 2, yes please =D
@lazarobenitez42066 ай бұрын
37:30 my room keeps growing to twice the size of my other room But other than that witch i fixed by only putting in world location and rotation. AWESOME Video. Taught me everything i wanted to know cant wait to start part 2. Hopping in part 2 that he tells me how to Always have rooms at the end of hallways.
@REE-Animation6 ай бұрын
It’s because your exit arrows are scaled up
@lazarobenitez42066 ай бұрын
@@REE-Animation thank you man. ima go fix it now. Does part 2 cover how to always add rooms to hallways?
@REE-Animation6 ай бұрын
@@lazarobenitez4206 no, unfortunately not.
@Hello-cq6re6 ай бұрын
Thank you so much for this tutorial, It is very useful and I can't wait for the second part!!
@REE-Animation6 ай бұрын
Thanks.. 🙂
@itztomioka_5 ай бұрын
You are THE GOAT, I've been trying to do this for 2 months straight and you are the only one on this platform who made a good and actually enjoyable tutorial to watch and follow, huge W man keep it up 🔥🔥
@REE-Animation5 ай бұрын
@@itztomioka_ Thanks for the kind words man. I really appreciate it 🙂❤️
@itztomioka_5 ай бұрын
@@REE-Animation Just finished my dungeon, just got 1 question, is there a way to block off the master room entrance without messing up the other rooms? Or, if that isn't possible, a way to check if the player went through that idk.
@REE-Animation5 ай бұрын
@@itztomioka_ not sure what you mean by block off
@itztomioka_5 ай бұрын
@@REE-Animation You know, the master room as 3 exits and 1 entrance, since only the unused exits are sealed the entrance will not be sealed by a wall so the player can go through it and fall out of the map. But I fixed it, just put a wall (in the world map not the blueprint) where the master room spawns (since it always spawns in the same direction I can put a wall where I know the entrance will spawn) and now it works fine
@REE-Animation5 ай бұрын
@@itztomioka_ I would make a “start room” and spawn that as the first room, and not the master room itself.
@HutchstarEnt6 ай бұрын
Really Excellent tutorial, really helped seeing all the steps.
@REE-Animation6 ай бұрын
🙂❤️
@Tata-v4n4 ай бұрын
I just finished following your tutorial, thank you again, it's really great that you took the time to explain in detail and show how you solve the different problems, I appreciated your calm and ingenuity! Almost everything works, just the part to close the holes I had a little problem, the walls are never placed as they should, but I'm going to find out why
@REE-Animation4 ай бұрын
@@Tata-v4n Thanks man. Yeah, some people have problems with the hole part 😔 I hope you figure it out, and cross my fingers that it’s not a mistake in the tutorial 🤞
@bernard63593 ай бұрын
Thank you very much for that tutotrial, i never find a tutorial for that and i really appreciate as a beginner in unreal engine. Also your "mistakes" help me to understand better some functionnalities, so a chance we make mistakes.
@REE-Animation3 ай бұрын
Nice, Thanks for the kind words 🙂
@MensoJero3 ай бұрын
I think I prefer these tutorials where you show the mistakes and resolutions instead of the edited tutorials that might look nicer but sometimes edit out a step or two
@REE-Animation3 ай бұрын
🙂
@koreymartin27326 ай бұрын
The only thing I would change is rather than having the reset be based on time, I would have it get the number of rooms and check if the number of rooms created is greater than last time (set to zero at the first time the timer runs.).If it is greater than the last timer run then store the current number. If it isn't greater and dungeon complete is false then call the restart level.
@REE-Animation6 ай бұрын
But that would mean that it would reset every time a room fails… Right?
@CrimsongCatDev6 ай бұрын
Great video! I would love to see this things if you plan to expand on this tutorial: - A Boss Room that spawns at the end (like before the closing walls Event) - Some way to avoid the same room spawn 2 o 3 times in a row (I mean 2 its fine, but 3 feels more repetitive) - Maybe an Event for "Unique Rooms" so it spawns one of them always in a Dungeon (Like a Chest Room, Healing Room or a Secret Room) Also Changes I made: - A Custom Start Room: Just made a smaller room similiar to the first one and replaced it in the Start Event. - Rooms with multiple floors: Just Made the walls higher, duplicated the floor (plus added some ramps) and moved the arrows to the elevated exits. Also made the Overlap box height like the height of the walls minus 1.
@CrimsongCatDev6 ай бұрын
Well I solved the Boss Room, heres how: - Made a Spawn Boss Room Event - This works similar to Spawn Room Event (the first nodes until "Set Latest Spawned Room" and the Object Class is the Boss Room instead of Random) but with a "Check Boss Overlap Event at the end" - Check Boss Overlap works like the Normal Overlap but replacing the Spawn Next Room with Spawn Boss Room and deleting the Room Amount stuff - In the end of this Event i put the Holes Event and the Dungeon Completed Stuff - Finally in the Check for Overlap Event, after Room Amount > 0, I put the Spawn Boss Room Event This might work for Unique Rooms aswell
@REE-Animation6 ай бұрын
Your changes are great 🙂👍 the multi floor solution is exactly how I would do it too.. Special rooms I have put on my part 2 to-do-list 👍 Same rooms spawning is something I’m not sure I can find a solution for. Other than removing used rooms from the list.. But I’m not sure that is the best solution, because some room would be fine to spawn multiple times.
@CrimsongCatDev6 ай бұрын
@@REE-Animation Yeah its a bit complex but I thought something like: - A variable of Room that stores the Type of room spawned - A boolean that checks if Last Room Spawned is equal to the Room Type stored - An Int that increments when the same room spawns - If Int > 2 remove the room and try again - If the´re not the same, spawn that room and reset the variables I have to try it, so I´ll update this comment if succedeed
@REE-Animation6 ай бұрын
@@CrimsongCatDev Yeah, it does require some more stuff in the rooms them selves if you want to categorize them in some way
@IcarusTheEagle3 ай бұрын
@@CrimsongCatDev Did it succeed?
@Nkrasart7 ай бұрын
Awesome! Would love to see more stuff like that
@REE-Animation6 ай бұрын
Noted 🙂
@RoboPike7 ай бұрын
Was also looking for this like others, thank you
@REE-Animation7 ай бұрын
🙏
@the-green-fox7 ай бұрын
I like what you i've done. i've never touch unreal untill today. i had a lot of fun following along
@REE-Animation7 ай бұрын
Nice! 🙂 Keep going, and thanks for watching ❤️
@forfanw1ososbie9906 ай бұрын
Finally! i was looking for something like this for ages
@REE-Animation6 ай бұрын
Me too ✊
@WildebeestLabs6 ай бұрын
This is fantastic. Subbed and looking forward to more for sure. Great work man! :)
@REE-Animation6 ай бұрын
Thanks 🙂🙏
@CoopTv_YouTube5 ай бұрын
I have a question, when I duplicate DungeonRoom 1 to create another room I can't delete the arrows (point 01:12:35). This is because it is related to the Master Room. What can I do? Great video anyway really excellent work, thank you so much my friend
@CoopTv_YouTube5 ай бұрын
I have another problem. although I put more rooms in the list of rooms, only 2 or 4 appear (I set the amount of rooms equal to 30) ps: I apologize but your tutorial is the only one that seems to work and you explain each step very well, so I want to ask you how to do it
@REE-Animation5 ай бұрын
@@CoopTv_KZbin don’t put any exit arrow in the master room. Put them in the child instead
@REE-Animation5 ай бұрын
@@CoopTv_KZbin not sure about this problem.. You sure you have done the same as I do in the video?
@CoopTv_YouTube5 ай бұрын
@@REE-Animation Thank you very much, I managed to solve the problem I made the changes to Dungeon Room 1 by eliminating the arrows from the Master Room and at that point everything worked correctly. Thanks again and great work, I signed up and will gladly follow other tutorials if you want to publish them
@REE-Animation5 ай бұрын
@@CoopTv_KZbin That is great 🙂 I will try and do more tutorials. 🙂
@realmofgaming77345 ай бұрын
36:30 Following along, I seem to have an issue when connecting "selected Exit Point" to "get World Transform" It stretches out all room besides the starting room, I am fairly new to all this, and felt I did something wrong, restarting, it turns out this was the point that kind of broke everything for me.
@REE-Animation5 ай бұрын
@@realmofgaming7734 sound like the scale in the transform is wrong. You can right click the transform pins, and then only connect up location and rotation. Then leave scale alone
@realmofgaming77345 ай бұрын
@@REE-Animation So, Running a sim, the scaling changes whenever I press play. Scaling is all fine up until the point of loading in the next room, I split the transform but am unable to connect both location and rotation, specifically the x=2.75 from 1, and Y=36 from one, lol. I have been messing with it, but trying not to break anything else
@vadymrekun45745 ай бұрын
Nice and informative video, was very helpful for me.
@REE-Animation5 ай бұрын
@@vadymrekun4574 Thanks 🙂❤️
@Kyrillka-fu7cxАй бұрын
Thank you for this man!
@REE-AnimationАй бұрын
@@Kyrillka-fu7cx 🤜🤛
@geekpotion6 ай бұрын
Is there a way to "force" the generator to load special rooms, like 1 boss room every run or someting like that .
@REE-Animation6 ай бұрын
I haven’t tried that. But I would probably after 10 rooms or so change the room list to another list with special rooms, and when that is placed, go back to the normal room list again..
@GES19853 ай бұрын
I bet this can be used to make towns/cities too. You ought to give that a shot, and make a video tutorial. That would be awesome to use this for both things!
@REE-Animation3 ай бұрын
@@GES1985 Yeah, interesting. Towns could be a fun project.. I need to spit out more tutorials, it’s good for the channel 🙂
@GES19853 ай бұрын
@reeanimationgaming1034 anything you can do to make this stuff compatible with a smooth voxel world will be greatly appreciated. :)
@REE-Animation3 ай бұрын
@@GES1985 I honestly no nothing about voxels, I don’t think I can help 😔
@GES19853 ай бұрын
@@REE-Animation I'm just now learning game dev. So, I don't know much about voxels either.. i just know that I want to use them! ;)
@sylvaindelaine6 ай бұрын
Thanks for this tutorial. Keep going you do it well ! Best
@REE-Animation6 ай бұрын
Thanks 🙂
@PhoenixArtistIvan7 ай бұрын
Smashed that subscribe & like button faster than the speed of light. Just in time I needed a tutorial for my game. Thank you.
@REE-Animation7 ай бұрын
Thanks 🙂✊
@mecho0819 күн бұрын
BRO,WE THANKS YOU
@REE-Animation9 күн бұрын
@@mecho081 🙂✊
@andy0x585 ай бұрын
Hi! Cool tutorial! It is no needed to Spawn-Destroy every time on checking on overlap, I think that is expensive. Instead Arrows you can use a Struct of a little coliision boxs and respective arrows, and after spawning an every next room you could check on overlap of littile box collision with adjacent room and remove that Struct from Exit List. Regards, Andrew!
@REE-Animation5 ай бұрын
I think I know what you mean. And I DO need to find a better solution to this problem, thanks 🙂
@andy0x585 ай бұрын
Ideally it can be made from math of graphs, but I'm very lazy for learn it 😆
@REE-Animation5 ай бұрын
@@andy0x58 😁 Join the club
@Moon_Light_Dev2 ай бұрын
Amazing tutorial!
@REE-Animation2 ай бұрын
@@Moon_Light_Dev 🙏
@cromnomnom4 ай бұрын
Thank you so much, the video is super helpful !
@REE-Animation4 ай бұрын
@@cromnomnom 🙂🙏
@papajohntv35605 ай бұрын
@ 00:35:00 Right when I add the selected Exit point > Get world location and connect it to the spawn transform location It over laps the dungeon room but doesn't randomize the location of it. On top of that when I go to close the simulation, it gives me and error "Accessed None trying to read property selected exit point". Any help is so much appreciated.
@REE-Animation5 ай бұрын
@@papajohntv3560 it sounds like the exit point are not getting added correctly to the list/array.. Access none means there’re no exit arrows in the list, and that is why they are added at 0.0.0 on top of each other
@papajohntv35605 ай бұрын
@@REE-Animation thanks a lot brother! I will check this out after i get home from work 😄
@REE-Animation5 ай бұрын
@@papajohntv3560 fingers crossed
@woolvie90084 ай бұрын
What fixed it for me was: The Collision Box was larger than the actual floor Making the Exit Arrows invisible for the list. I rearranged the Collision Box to be smaller (Both Horizontally and Vertically, so X,Y and Z Axis) than the Floor and Roof (My Room has a roof) Should Fix the None Error
@JosephH-n2b2 ай бұрын
@@woolvie9008 I reduced my box and lowered it so it touches nothing but floor and still get the errors. im using 5.3 and not having any luck getting this error to go away
@uber3del5 ай бұрын
This was so useful. Thanks for the effort. I think you really explained everything you did very well. ❤
@REE-Animation5 ай бұрын
Thank you very much for the kind words ❤
@eliottsmallwood21404 ай бұрын
music was a good touch as well
@REE-Animation4 ай бұрын
@@eliottsmallwood2140 Hehe, ok. First time I hear that 🙂 I actually made the music myself ✊
@BelkaNaPleche2 ай бұрын
@@REE-Animation Is it possible to download this music separately somewhere? I really liked it and I would like to have the opportunity to listen to it.
@REE-Animation2 ай бұрын
@@BelkaNaPleche no it is not uploaded anywhere yet.. It’s the soundtrack to my game “The adventures of Gorm”, and the game is not finished yet. Best you can do is subscribe or follow my discord, and hope I will post it at some point 🤷🙏
@yanhu6 ай бұрын
That is exactly what I wanted, Great work, and Thank you!
@REE-Animation6 ай бұрын
Thanks, no problem 🙂❤️
@Timre23.1Ай бұрын
Great video my man. Sometimes it looks like you are stumbeling on purpose, and sometimes it think there must be a better way for things. Good content for learners Isnt there a way to use the green arrows to check for overlap AFTER a room has been placed. Then add those to a close wall list. Should be possible with less casting no? Interface maybe
@REE-AnimationАй бұрын
@@Timre23.1 I think the best way is to spawn a simple room actor with only a collision box it in.. And if that is not overlapping, then destroy it and spawn the room. But that means you will have a simple room actor for each room
@ThePOD36 ай бұрын
Loved it, thank you!
@REE-Animation6 ай бұрын
Thank YOU 🙂✊
@austinscottful6 ай бұрын
Great Video! Thank you for creating this. Very easy to follow even for noobs.
@REE-Animation6 ай бұрын
Thanks for the kind words 🙏❤️
@Alternatywny_16 ай бұрын
Thank you for this guide. I plan to enhance these dungeons a bit by adding additional layers :>
@REE-Animation6 ай бұрын
Awesome ✊🙂
@Szefittooo7 ай бұрын
Insane work my man, keep it up
@REE-Animation7 ай бұрын
Thanks 🙏
@eliottsmallwood21404 ай бұрын
insanely good video
@REE-Animation4 ай бұрын
@@eliottsmallwood2140 Thanks man! It means a lot 🙂❤️