QuickStart en - shun126/UE5-DungeonGeneratorDemo GitHub Wiki
Dungeon Generator Quick Start
This page explains the shortest path to generating and previewing one dungeon.
The recommended flow is to first preview the look in the editor, then connect the same settings to a level-placed ADungeonGenerateActor.
Goal
- Create one
Generate parameter - Create one room
Mesh set databaseand one aisleMesh set database - Use
Verifyto find missing settings - Use
Generate dungeonto preview the result
Before You Start: Enable the Plugin
The first time only, enable the DungeonGenerator plugin before creating assets.
In Unreal Editor, use the following steps.

- Open
Edit > Plugins. - Find the
DungeonGeneratorplugin and enable it. - If Unreal asks to restart, restart the editor.
After the plugin is enabled, you can create the required assets from the DungeonGenerator category in the Content Browser.
1. Create the required assets
Create the following assets from the DungeonGenerator category in the Content Browser.
Generate parameterMesh set database
For roomsMesh set database
For aisles
These three assets are enough for the first test.
You can add Interior database, Sub level database, and Room sensor database later.
2. Register the minimum room and aisle meshes
Open both Mesh set database assets and add the following parts to the first Mesh Set.
Floor PartsWall PartsRoof PartsSlope Parts
However, generation will fail if there is no floor, wall, roof or slope mesh at all.
3. Assign the databases to Generate parameter
Open Generate parameter and at minimum set the following fields.
DungeonRoomMeshPartsDatabase
RoomMesh set databaseDungeonAisleMeshPartsDatabase
AisleMesh set database
The following defaults are fine for an initial check.
RandomSeed = 0NumberOfCandidateRooms = 10StartLocationPolicy = UseSouthernMostAisleComplexity = 5
For a first test without UseMissionGraph, keeping AisleComplexity at 1 or higher usually avoids confusion.
4. Preview in the editor
Open Window > DungeonGenerator.
Select the Generate parameter asset in that window and use the following order.
Verify- Fix any reported issue
Generate dungeon
Verify checks issues such as:
- Missing room or aisle database assignments
- Missing floor, wall, or roof meshes
- Too few room candidates, which can make generation fail
If you want to share the current validation result, use Copy diagnostics.
5. Use it in a level
To use the dungeon in an actual level, place ADungeonGenerateActor and assign the same Generate parameter to DungeonGenerateParameter.
- Generate automatically when the level starts
AutoGenerateAtStart = true - Generate at any time
CallGenerateDungeonorGenerateDungeonWithParameterfrom Blueprint
See ADungeonGenerateActor.en.md for details.
Common mistakes
- You press the generate button and nothing appears
RunVerifyand make sure floor, wall, and roof meshes exist. - The preview works but the level setup does not
Make sureADungeonGenerateActorhasDungeonGenerateParameterassigned. - A sublevel is used and the size is wrong
CheckBuildinUDungeonSubLevelDatabaseand the grid size ofADungeonSubLevelScriptActor.