UDungeonRoomSensorDatabase en - shun126/DungeonGenerator GitHub Wiki
UDungeonRoomSensorDatabase Guide
UDungeonRoomSensorDatabase is the database that decides which ADungeonRoomSensorBase-derived class is used in which room.
Use it when you want room-entry events, BGM switching, enemy spawns, or trap behavior to vary by room.
Typical flow
- Create a Blueprint whose parent class is
ADungeonRoomSensorBase. - Register that Blueprint in
DungeonRoomSensorClass. - Use
SelectionMethodto decide how the sensor class is chosen. - Optionally register aisle-effect Blueprints in
SpawnActorInAisle. - Assign this database to
DungeonRoomSensorDatabaseinUDungeonGenerateParameter.
Main properties
SelectionMethodRandom
Select randomly each time.Identifier
Select deterministically from room identifier.Depth From Start
Select by progression distance from the start.
DungeonRoomSensorClass
The list ofADungeonRoomSensorBase-derived classes that may be placed.SpawnActorInAisle
Blueprints additionally placed in aisles after generation completes.
About SpawnActorInAisle
This is not for actors inside rooms. It is for extra effects placed on the aisle side.
For enemies, treasure, or other gameplay inside the room itself, it is usually clearer to handle them in the ADungeonRoomSensorBase Blueprint.
Editing tips
- If deeper floors should contain more dangerous rooms,
Depth From Startis a good fit. - Sensor selection only decides which class is placed. The behavior after entering the room belongs in each sensor Blueprint.
- Advanced custom behavior is not primarily driven by this database alone. For most setups, start with
Random,Identifier, orDepth From Start.
Read Next
- ADungeonRoomSensorBase.en.md
Review which events and properties are implemented in the sensor Blueprint. - UDungeonInteriorDatabase.en.md
Review the interior-tag flow used from room sensors.