If anyone is stuck on how to get the pathing off the walls and ceilings, in each room, you can add a collision box, go to "Navigation", enable "Dynamic Obstacle" and disable "Use system default obstacle area class". You can then select "Nav Area Null" in the override dropdown. This will mark the zone as a "no-go" zone. I believe you can also dynamically establish the mesh per room, rather than one large zone this way by using another collider on the ground and using "Nav Area Default". I'm still testing the last bit.
If your room is not a square room, you just put the Exit Arrows where you want the exits to be. You can even make a circular room and put 360 Exit Arrows on it. You can have multiple Exit Arrows on the same side of the room. You are limited only by your imagination.
There's a fix for the navmesh on the walls. Untick "Can Ever Affect Navigation" in the actor if the wall. After this the navmesh will not be generated on top of the wall.
i have been thinking of making a game with procedural generation and i have quickly scimmed through your series and it has everything i have been wanting to create. You are awesome and i hope there are more episodes to come. There arent many unreal engine 5 tutorial creators out there and your channel should and will be bigger than it is now. Thank you for all the hard works you have been putting out and sharing these videos with us! Keep it up my man :D
Hi! Great Tutorials so far! I have a question, if you can do a video to answer please. I need a Final room to spawn at the very end of dungeon's generation. How can I leave the walls open to enter the room and most important, how to spawn the room? I reach the spawning point, but I have some errors in the log. Thank you.
First of all, awsome videos, you helped me a lot, but I found an issue with enemies, on first look in your game it looks normal, but I try to implement a bigger enemies and while they are following you and going straight its ok but when they are rotating the movement is shaking its not smooth and your ghost doing it too. Could you look at that in next tutorial please? Im trying to solve this problem but nothing fixed this problem yet.
@@Vulgarath The thing is, I’m showing you how to spawn enemies and how to get the nav mesh working, as part of the dungeon thing. The behavior and locomotion and things like that, I was hoping you would find other tutorials for.. I will not go further i to enemies, unless it’s related to the dungeon system and spawning. Sorry. Enemy ai could be a separate series though 🙂
Thank you so much for sharing these tutorials, I love this series. As a suggestion for part five, could you add a list of rooms that only appear once? : )
What do you want to see in Part 5? 🙂
100000%
@@oldclips_edits 🙂
A boss room
@@Furios_Ethan noted
Next stage entrance and exits or a way to make a completion of objective(s)?
Great video as usual, this helped a ton with the nav mesh issue I had and gave me a great foundation to build upon, thank you!
@@rogerregis7030 thanks man 🙂❤️
Excellent, this serie is amazing, thank you so much.
@@marcopolochavezalba9477 🙂🙏❤️
If anyone is stuck on how to get the pathing off the walls and ceilings, in each room, you can add a collision box, go to "Navigation", enable "Dynamic Obstacle" and disable "Use system default obstacle area class". You can then select "Nav Area Null" in the override dropdown. This will mark the zone as a "no-go" zone.
I believe you can also dynamically establish the mesh per room, rather than one large zone this way by using another collider on the ground and using "Nav Area Default". I'm still testing the last bit.
If your room is not a square room, you just put the Exit Arrows where you want the exits to be. You can even make a circular room and put 360 Exit Arrows on it. You can have multiple Exit Arrows on the same side of the room. You are limited only by your imagination.
@@Yggdrasil777 exactly 🙂✊
There's a fix for the navmesh on the walls. Untick "Can Ever Affect Navigation" in the actor if the wall. After this the navmesh will not be generated on top of the wall.
@@deliciousagony Thanks 🙂
i have been thinking of making a game with procedural generation and i have quickly scimmed through your series and it has everything i have been wanting to create. You are awesome and i hope there are more episodes to come. There arent many unreal engine 5 tutorial creators out there and your channel should and will be bigger than it is now. Thank you for all the hard works you have been putting out and sharing these videos with us! Keep it up my man :D
@@mornajapoisid Thank you very much. I appreciate the kind words ❤️🙏
Powerful tutorial series❤
@@yoyki826 ✊
Awesome, really enjoy your videos. I used pawn sensing component on the AI that makes it easier to set the radius and you can escape from them.
Thanks again for your videos👍
@@Monokirb Thanks for being here 🙂❤️
I love this series.
@@pabloferro2872 🙏❤️
Truly inspiring tutorials keep up the fantastic work ❤
@@lohkiiinteractive3675 Thank you sir.. It means a lot ❤️🙏
@@reeanimationgaming1034 Absolutely! Based on these tutorials alone you got my subscription ❤️ keep it up!
@@lohkiiinteractive3675 Nice! Thanks 🙂
🤜🤛
24:53, pretty sure you did it on the first one, where you connect the rooms when they overlap, pretty sure same logic applies
@@Sworn973 that can’t be.
Sick!
Hi! Great Tutorials so far! I have a question, if you can do a video to answer please. I need a Final room to spawn at the very end of dungeon's generation. How can I leave the walls open to enter the room and most important, how to spawn the room? I reach the spawning point, but I have some errors in the log. Thank you.
Would it be possible to have furniture being randomly distributed in the future videos?
Thank you for this.
@@Krucek_v2 that is possibly something I will cover in a future part 🙂👍
@@reeanimationgaming1034 Traps and secret rooms
More homework :) Thanks!
@@RenierBanninga oh shit 😬
can you please make a video on multiplayer replication?
@@Shqne No, that is out of my league.. Sorry
@@reeanimationgaming1034 damn, its all good man i had fun following along and making the dungeon so that's all that matters for me
@@Shqne ✊
First of all, awsome videos, you helped me a lot, but I found an issue with enemies, on first look in your game it looks normal, but I try to implement a bigger enemies and while they are following you and going straight its ok but when they are rotating the movement is shaking its not smooth and your ghost doing it too. Could you look at that in next tutorial please? Im trying to solve this problem but nothing fixed this problem yet.
@@Vulgarath The thing is, I’m showing you how to spawn enemies and how to get the nav mesh working, as part of the dungeon thing.
The behavior and locomotion and things like that, I was hoping you would find other tutorials for.. I will not go further i to enemies, unless it’s related to the dungeon system and spawning.
Sorry.
Enemy ai could be a separate series though 🙂
@@reeanimationgaming1034 Understandable, but still thanks for all tutorials, they are great
@@reeanimationgaming1034 I fixed it right now, I just remove NavMeshBoundsVolume and add new one and its all fixed
@@Vulgarath 🙏
🤩🤩🤩🤩🤩
Thank you so much for sharing these tutorials, I love this series. As a suggestion for part five, could you add a list of rooms that only appear once? : )
Another suggestion for part 5 could be to add a minimap
@@Enhanced_Virtual_Entity Thanks 🙂 I don’t think I can do that though.. 😔