Massive Dungeon
  • Massive Dungeon
  • Quick Start
  • Preparing for future updates
  • Customize your dungeon
    • Custom meshes
    • Changing the pivot point
    • Doors
    • Wall lights
    • Decorate the corridors
    • Starting and ending point
    • Override Dungeon Material
  • Room Theme
    • Room Theme
  • Dungeon Editor
    • Using the editor
    • Painting
    • Decoration
    • Light
    • Override
    • Spawner
  • Level Instance
    • Level Instance Creation
  • Patch note Massive Dungeon
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  • Wall with door
  • Pivot point
  1. Customize your dungeon

Custom meshes

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Last updated 1 month ago

Massive Dungeon comes with a collection of meshes, but you will probably want to use some custom meshes. Those meshes can be replaced by changing the Dungeon data asset on the dungeon blueprint you placed.

Create a new data asset, then create a new PDA_Dungeon

If you look at the demo content PDA_DungeonMesh it will look like this...

Let open the wall section

Every meshes has a "Weight", this is used to determine the chance of a mesh to spawn versus another. For example, if you have 5 variation of floor tiles, you can decide that one tile will spawn more than another depending of the weigh. Higher = more chance to spawn.

The other values are the transforms if you want to fine-tweak its positioning.

Wall with door

Wall - Door have a very similar logic, but the database allows you do add a frame and a door blueprint.

Pivot point

Some assets have their pivot point near the edge, others near the center, etc... If you want to make your life easier and not tweak the meshes too much, I recommend the following placement of the pivot

Wall (Wall with doors) and ramps -> Center-middle

Floor and roof -> Center

Here is an example for walls

See the section "" to learn how to easily modify it.

Changing the pivot point