Dungeon Architect comes bundled with several examples to quickly get you started. The samples below use assets that are freely available (e.g. Infinity Blade’s Assets) and some are built on other paid assets, which you can readily use if you have them already.
Download the Quick Start Content pack for Dungeon Architect version 2.12+
If you have purchased the plugin from the Marketplace, install it from the Epic Launcher
If you have purchased it from the website, follow these steps:

Installation Video Tutorial
The plugin comes with sample assets and maps to get you started. Open the test map where everything is already setup

Content/DA_StarterPack folder into your game’s Content folder 
Content > DA_StarterPack > Maps > DugeonDesignTimeTo build this setup yourself from scratch, refer the User Guide
Random dungeons can be created at runtime (e.g. during level load) using a random seed (some number) and various tweakable parameters and have the map populated with powerups, spawn points, NPCs etc. All this can be done using pure blueprints and this sample map shows you how to do it

Content/DA_StarterPack folder into your game’s Content folderContent > DA_StarterPack > Maps > DungeonRuntimeDungeon Architect empowers not just your level designer, but also your players. This sample shows how you can have an in-game level editor and let your player design the layout of the levels. Most of the heavy lifting is done by the plugin. This game mode is designed entirely in blueprints.

Content/DA_StarterPack folder into your game’s Content folderContent > DA_StarterPack > Maps > RuntimeLevelBuilderControls
Generate beautiful cave like procedural levels using assets from Infinity Blade’s Fire Lands asset pack

Content/DA_InfinityBlade_Fire folder into your game’s Content folder 
Content/DA_InfinityBlade_Fire/Maps folderGenerate beautiful procedural levels using assets from Infinity Blade’s Ice Lands asset pack

Content/DA_InfinityBlade_Ice folder into your game’s Content folder 
Content/DA_InfinityBlade_Ice/Maps folderGenerate beautiful procedural levels using assets from Infinity Blade’s Grass Lands asset pack

Content/DA_InfinityBlade_Grass folder into your game’s Content folder 
Content/DA_InfinityBlade_Grass/Maps folderA simple theme created using royalty-free assets

Content/DA_Candy folder into your game’s Content folderContent/DA_Candy/Maps folderA theme created using the free Soul Cave asset from Epic Games
Content/DA_SoulForge folder into your game’s Content folderContent/DA_SoulForge/Maps folderThe very basic theme created using simple shapes

Content/DA_TutorialGame folder into your game’s Content folderContent/DA_TutorialGame/Maps folderOverview
Tutorial
This demo shows you how to create a random dungeon in a multiplayer setting:
Installation Steps:
Content/DA_MultiplayerDemo folder into your game’s Content folderContent/DA_Candy folder into your game’s Content folderContent/DA_MultiplayerDemo/Maps folderUsing the Landscape Transformer, you can have DA automatically modify a landscape’s height and weights (textures) around the dungeon’s layout
The landscape transformer is implemented as a event listener, so you’ll need to register it in the Dungeon actor’s event listener list under the Advanced category
Content/DA_Landscape_Modifier folder into your game’s Content folderContent/DA_Landscape_Modifier/Grid folderGenerate a random map at runtime with AI bots, powerups, spawn points etc scattered all over the map using only blueprints. It also shows you how to setup multiplayer dungeons, where the server propagates the dungeon seed value to all the clients so they generate the exact same dungeon

Follow the installation steps here
Demo that uses UE4’s Apex Destructible feature
Content/DA_Destructible folder into your game’s Content folder and explore the mapThe query system lets you query useful information about the generated dungeon so you can use it for gameplay specific tasks
Content/DA_Query_Examples folder into your game’s Content folderContent/DA_Isaac_Demo folder into your game’s Content folderContent/DA_Candy folder into your game’s Content folderContent/DA_TutorialGame folder into your game’s Content folderContent/DA_Query_Examples/Grid and Content/DA_Query_Examples/IsaacfolderPath_DesignTime_GridQueryExample: Trace a path between any two rooms in a dungeon. The path properly goes through correct cell edge points (like doors and stairways). This demo uses a spline to draw a path

NearbyMarker_GridQuery: Query nearby markers from selector logic. These are great for not placing blocking assets near doors and starways

FurthestRooms_GridQueryExample: Query two furthest rooms in the dungeon and use them as spawn room and boss room

FurthestRooms_IsaacQueryExample: This demo shows how to query the start / end rooms of the isaac builder

LargeStartEndRooms: The same as above demo but this forces the start / end room to remove shape decorations so they are large enough for spawning and boss room

There are various examples showcasing various features of Dungeon Architect
Content/DA_Misc_Examples folder into your game’s Content folderContent folder: Content/DA_Candy, Content/DA_StarterPack, Content/DA_TutorialGameContent/DA_Misc_Examples/MapsClusteredTheming: Clustered theming feature allows you to automatically apply different themes to various parts (clusters) of your dungeons. This helps in adding variation to your levels

Multi_Dungeon_Custom_Layout: This demo shows to use multi-dungeon setup and blend it with user defined setup

WallQueryDemo: This demo shows how to query nearby walls and decorate them differently if both are rooms, or remove the walls to merge the rooms together

Advanced_DungeonCurveFilter: Markers emitted by Dungeon Architect can be modified by a event listener before it is sent to the theming engine. This give you more low level control on the dungeon.
This example applies a curve filter on the markers

A set of theme files to generate sci-fi levels using the awesome SciFi Props Pack

Content/DA_SciFi_Props folder into your game’s Content folder 
Content/DA_SciFi_Props/Maps/ScifiMapDemoDungeon1 actor and click Build Dungeon from the Details windowA theme file to generate levels using the awesome Modular Wooden Prop Pack
Content/DA_WoodenPier folder into your game’s Content folderContent/DA_WoodenPier/MapsBuild floor plans for your indoor levels using the new Floor Plan Builder.

Content/DA_Floorplan_Demo folder into your game’s Content folderContent/DA_Floorplan_Demo/FloorPlan/OfficeBuildingThis demo shows how to use the city builder

Content/DA_CityBuilder_Demo folder into your game’s Content folderContent/DA_CityBuilder_Demo/MapsThis demo uses the Snap builder to create a dungeon by stitching pre-built rooms (snap modules) together
Download the Source Code and copy it to the Contents folder
The Custom Grid Builder has high level functions that you can use to define your own dungeon layouts. This demo shows how a custom layout was created in blueprints to create a dungeon layout along a straight line
Content/DA_CustomBuilder folder into your game’s Content folderContent/DA_CustomBuilder/MapsBP_StraightLineBuilder for an example on building your own layoutAn outdoor theme built with free assets
Content/DA_OutdoorCliff folder into your game’s Content folderContent/DA_OutdoorCliff/ToonLandA set of theme files to generate levels using the awesome Top-Down Sci Fi pack

Content/DA_SciFi_K4 folder into your game’s Content folderContent/DA_SciFi_K4/Maps/DATopDownDungeon1 actor and click Build Dungeon from the Details windowDungeon1 actor and click Build Dungeon from the Details windowDungeon1 actor and click Build Dungeon from the Details windowA demo map showcasing the Isaac builder
Content/DA_Isaac_Demo folder into your game’s Content folderContent/DA_Isaac_Demo/IsaacDemoA demo map showcasing the Snap builder
COMING SOON