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Patch Update v3.7.1
2 parents c2be8a1 + 87d9b67 commit 326d596

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CHANGELOG.md

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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [3.7.1] - 2026-02-04
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### Fixed
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- Fixed `Room Batch Size` setting not exposed to editor.
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- Fixed `Actor Enter Room` event called instead of the `Actor Exit Room` event by the `Room Observer` component when an actor exits a room.
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- Fixed random missing navmesh in some rooms after dungeon generation.
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## [3.7.0] - 2025-11-16
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### Added
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- Initial Release
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[3.7.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.7.0...v3.7.1
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[3.7.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.4...v3.7.0
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[3.6.4]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.3...v3.6.4
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[3.6.3]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.2...v3.6.3

ProceduralDungeon.uplugin

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{
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"FileVersion": 3,
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"Version": 30700,
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"VersionName": "3.7.0",
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"Version": 30701,
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"VersionName": "3.7.1",
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"FriendlyName": "Procedural Dungeon",
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"Description": "This Unreal Engine plugin allows you to create rich, diverse dungeon experiences that combine the best of both worlds: the creativity and precision of handmade room designs, paired with the unpredictability and excitement of procedural generation.",
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"Category": "Procedural",

Source/ProceduralDungeon/Private/Components/RoomObserverComponent.cpp

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@@ -35,7 +35,7 @@ void URoomObserverComponent::OnActorEnterRoom(ARoomLevel* RoomLevel, AActor* Act
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void URoomObserverComponent::OnActorExitRoom(ARoomLevel* RoomLevel, AActor* Actor)
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{
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// Just forward the call to the delegate.
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ActorEnterRoomEvent.Broadcast(RoomLevel, Actor);
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ActorExitRoomEvent.Broadcast(RoomLevel, Actor);
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}
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void URoomObserverComponent::BindToLevel(ARoomLevel* RoomLevel, bool Bind)

Source/ProceduralDungeon/Private/DungeonGeneratorBase.cpp

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{
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DungeonLog_Info("Rebuild navmesh");
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nav->RemoveNavigationBuildLock(ENavigationBuildLock::Custom);
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// With a dynamic navmesh, we don't need anymore to call Build explicitly
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// Moreover, removing the build lock triggers a rebuild itself.
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nav->CancelBuild();
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nav->RemoveNavigationBuildLock(ENavigationBuildLock::Custom, UNavigationSystemV1::ELockRemovalRebuildAction::NoRebuild);
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nav->Build();
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}
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Source/ProceduralDungeon/Public/DungeonGenerator.h

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bool bAutoDiscardRoomIfNull = false;
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// Number of room as parent room to process per tick.
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UPROPERTY(BlueprintReadOnly, Category = "Procedural Generation", AdvancedDisplay)
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Procedural Generation", AdvancedDisplay)
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int RoomBatchSize {10};
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// Flag to explicitely tell we don't want to place a room.

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