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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  • Creating a new room data
  • Debug mode
  1. Dungeon Editor

Decoration

PreviousPaintingNextLight

Last updated 2 months ago

Decor allows you to override the props/decorations applied to a room. By default, Massive Dungeon (MD) will apply one type available, but you can have more control by overriding it manually this way.

Simply select the database to use, then click on the room to create an override. Green rooms mean that there is already an override on it, but you can still modify it.

Creating a new room data

Like any of my Massive tools, it works with a database. In order to create a new room, you need to create a new data asset

Right-click in your content browser and look for "data asset"

Then, look for PDA_RoomMeshes, Let's look at one of the demos to see the content.

The props/decorations are separated into multiple sections, those are pre-made sockets you can use for quick placement of your assets and are affected by the decoration density section of the editor.

There a look at the DA_RoomShrine, lets check the first one in the "Wall Bottom," which means it will spawn at the bottom of each wall, facing the inside of the room.

The Type is important, you can choose between a Static Mesh, a Blueprint, or a Level Instance. In this case, I chose to spawn a level instance for the statues, which is an assembly or statue and a few props. You can see inside the scene L_LevelInstanceBuilder what it looks like. Level instances are interesting because you can assemble multiple static meshes together and add some randomization in it, for example, every statue has a 50% chance to have a head.

Rotation Type gives you some fixed rotation choices. One example is if you want to clamp a table to always be 90-degree or 45-degree rotation.

The rest of the settings are transform randomization, those are mostly self-explanatory. One important note is that the rotation min/max is calculated after the rotation type.

Debug mode

You can visualize the sockets in the room by setting the debug mode on the dungeon to true.