Open Jau-Al opened 1 year ago
This is still an issue in 5.2.1. I'm pretty sure the fix is adding an #if WITH_EDITOR
around lines 132 and 145 in GridFlowBuilder.cpp
.
The same thing happened to me , I can't find GridFlowBuilder.cpp. On my computer. Can you expound on that ?
@yuxiangding Back in August I was using v2.29.0 of the plugin; I'm not sure if they updated it since. The file I was referring to was located at DungeonArchitect/Source/DungeonArchitectRuntime/Private/Builders/GridFlow/GridFlowBuilder.cpp
. The function was bool UGridFlowBuilder::ExecuteGraph()
and I was referring to the end of the function:
// Save a copy in the model
if (GridFlowModel.IsValid()) {
UGridFlowModel* GridFlowModelPtr = GridFlowModel.Get();
UGridFlowAbstractGraph* TemplateGraph = ResultNodeState.State->GetState<UGridFlowAbstractGraph>(UFlowAbstractGraphBase::StateTypeID);
UGridFlowTilemap* TemplateTilemap = ResultNodeState.State->GetState<UGridFlowTilemap>(UGridFlowTilemap::StateTypeID);
GridFlowModel->AbstractGraph = NewObject<UGridFlowAbstractGraph>(GridFlowModelPtr, "AbstractGraph", RF_NoFlags, TemplateGraph);
GridFlowModel->Tilemap = NewObject<UGridFlowTilemap>(GridFlowModelPtr, "Tilemap", RF_NoFlags, TemplateTilemap);
const UGridFlowTilemapUserData* TilemapUserData = ResultNodeState.State->GetState<UGridFlowTilemapUserData>(UGridFlowTilemapUserData::StateTypeID);
if (TilemapUserData) {
GridFlowModel->TilemapBuildSetup.bWallsAsEdges = TilemapUserData->bWallsAsEdges;
GridFlowModel->TilemapBuildSetup.TilesPerLayoutNode = TilemapUserData->TilemapSizePerNode;
GridFlowModel->TilemapBuildSetup.LayoutPadding = TilemapUserData->LayoutPadding;
}
}
return true;
I decided to not use GridFlowBuilder at all to avoid the issue (and have since stopped using this plugin altogether since that project).
ok,thank you.
Hello, This error happens in the packaged version of the game :
I'm currently using UE.0.3. The map is using World Partition. The two dungeons are built from blueprint. Blueprint that has "WorldPartitionStreamingSource" to avoid (at least for my last try). Should I also spawn the dungeon actor from blueprint ?
Thanks