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UDungeonRoomSensorDatabase en

Shun Moriya edited this page Jan 11, 2023 · 1 revision

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

  1. Create a Blueprint whose parent class is ADungeonRoomSensorBase.
  2. Register that Blueprint in DungeonRoomSensorClass.
  3. Use SelectionMethod to decide how the sensor class is chosen.
  4. Optionally register aisle-effect Blueprints in SpawnActorInAisle.
  5. Assign this database to DungeonRoomSensorDatabase in UDungeonGenerateParameter.

Main properties

  • SelectionMethod
    • Random
      Select randomly each time.
    • Identifier
      Select deterministically from room identifier.
    • Depth From Start
      Select by progression distance from the start.
  • DungeonRoomSensorClass
    The list of ADungeonRoomSensorBase-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 Start is 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, or Depth From Start.

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