Cell Flow Settings
Applies to Dungeon Architect 3.7 · Unreal Engine
This page lists the settings on the Cell Flow dungeon config and on the layout graph nodes that are specific to this builder. The path, item and key-lock properties that every flow builder shares are covered in the flow graph documentation
Dungeon Config
Section titled “Dungeon Config”Select your dungeon actor and look at the config
| Property | Default | Description |
|---|---|---|
| Cell Flow | none | The Cell Flow asset that holds the layout graph |
| Grid Size | (400, 400, 200) |
The size of a single layout cell in world units. The Z value is the height of one floor level |
| Max Retries | 50 |
How many times the builder retries the layout before giving up |
| Parameter Overrides | empty | Overrides node parameters by name at build time, so a single graph can drive several dungeons |
| Marker Config | none | The marker settings asset that maps paths to the markers they emit |
Create Cells
Section titled “Create Cells”These are shared by both the Create Cells (Grid) and Create Cells (Voronoi) nodes
| Property | Default | Description |
|---|---|---|
| World Size | (30, 30) |
The size of the play area in layout cells |
| Min Group Area | 20 |
The smallest area a merged chunk is allowed to have |
| Cluster Blobbiness | 0.5 |
Controls the shape of the merged chunks. 0.5 keeps the classic behaviour, higher values create rounder more compact chunks, lower values create longer stringier chunks. Ranges from 0 to 1 |
Create Cells (Grid)
Section titled “Create Cells (Grid)”| Property | Default | Description |
|---|---|---|
| Min Cell Size | 1 |
The smallest cell the grid partition may produce |
| Max Cell Size | 6 |
The largest cell the grid partition may produce |
| Fit Iterations | 20 |
How many attempts are made to fit cells into the play area. Raise it for a denser packing |
| Min Aspect Ratio | 0.4 |
Cells narrower than this ratio are rejected |
| Max Aspect Ratio | 1.5 |
Cells wider than this ratio are rejected |
Create Cells (Voronoi)
Section titled “Create Cells (Voronoi)”| Property | Default | Description |
|---|---|---|
| Num Points | 100 |
The number of Voronoi sites scattered across the play area. More points means smaller cells |
| Num Relax Iterations | 5 |
Lloyd relaxation passes. Higher values even out the cell sizes and make them more regular |
| Disable Boundary Cells | true |
Drops the cells touching the outer boundary, which are unbounded and stretch off to the edges |
| Edge Connection Threshold | 0.2 |
Two adjacent cells are only connected if their shared edge is at least this ratio in length. This avoids connections through a sliver of an edge. This is an advanced setting |
Create Main Path / Create Path
Section titled “Create Main Path / Create Path”Both path nodes carry these Cell Flow specific properties, on top of the path settings shared by all flow builders
| Property | Default | Description |
|---|---|---|
| Ceiling Height Min | 1 |
The smallest ceiling height a node on this path may use, in floor levels |
| Ceiling Height Max | 4 |
The largest ceiling height a node on this path may use, in floor levels |
| Room Size Min | 1 |
The smallest number of layout cells a node on this path may merge into a single larger room |
| Room Size Max | 1 |
The largest number of layout cells a node on this path may merge into a single larger room. Each node rolls a size between the min and max and absorbs that many adjacent free cells |
Common Setups
Section titled “Common Setups”- Bigger halls on the main path: Set
Room Size Min/Room Size Maxto something like2and4on theCreate Main Pathnode and leave the branch paths at1. The main route then reads as a series of large halls linked by narrow side passages - Compact chunks: Raise
Cluster Blobbinessabove0.5. Lower it for long stringy chunks that feel more like winding tunnels - Tighter cave cells: On the Voronoi node, raise
Num PointsandNum Relax Iterationstogether. More points shrink the cells and more relaxation keeps them evenly sized instead of a mix of slivers and blobs