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Designer Editor Mode Plugin v1.0.0 Released with 4.25 support

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    #46
    Hey, fantastic plugin, I was wondering if you'd be able to add Uniform Scaling to the random scaling option, would be perfect. Thanks!

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      #47
      Originally posted by Maus2 View Post
      that looks fantastic!! is there a way to keep the scale locked, and just do the place and rotate? there are some items that shouldn't be scaled, like chairs for a big round table.. thanks
      Yes, it is called "Scale Bounds Towards Cursor", it is under the scale settings. If you turn it off it won't scale towards your cursor anymore.

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        #48
        Originally posted by NickKochman View Post
        Hey, fantastic plugin, I was wondering if you'd be able to add Uniform Scaling to the random scaling option, would be perfect. Thanks!
        Can be achieved by putting the same value into every axis, but would be great as an additional option indeed.

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          #49
          Originally posted by Institute Games View Post
          For those who want this on macOS, here are the steps:
          For everyone who needs to compile plugins on a Mac you need:

          1. Mac with Unreal Engine 4 installed.
          2. Blank C++ project ( or your current one ).
          3. Create a folder named "Plugins" inside your project.
          4. Inside "Plugins" folder create your actual plugin folder with the Source folder and .uplugin file.
          5. Delete Intermediate and Build folder from your actual plugin folder.
          6. Generate XCode Project by right-clicking your .uproject file, the option will be all the way at the bottom under Services.
          7. Double click the .uproject file to open UE4.
          8. Compile.


          Sadly there seems to be some issue running the designer plugin under macOS.
          When in the Designer mode, I can select an object in the Content Browser, and I can press crtl, and the left mouse button in the viewport, but I get my object in a blue shade shrinking and growing, but if I pretty the left button it acts like nothing happened, when I move my mouse with crtl held down, my mouse starts to act funny, moving in extreme ways like it has been taken over. I have included a video to show the behavior.

          Unfortunately I don't have a mac so can't debug this .

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            #50
            Roel, if you have any thoughts on where I may look within the plugin, or things to try out, I am happy to do so.

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              #51
              Hi, can these actions be changed to match the gameplay ? To make it look like in sims

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                #52
                I love you man ! Thanks for this

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                  #53
                  Roel What would be the best approach to convert those assets after placing into foliage? Is there any?

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                    #54
                    Originally posted by AngeIV View Post
                    Roel What would be the best approach to convert those assets after placing into foliage? Is there any?
                    You might be able to just adjust how they are spawned in the first place, maybe *** an additional bool "Add to foliage actor", and if enabled just add the instance to the foliage actor. That is at least how I would like to solve it if I ever have the time. If you want to do it after you spawn you would have to somehow identify the actors you spawned and then add them to the foliage actor.

                    Not sure if this is easily possible from within blueprint though, most likely requires C++.

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                      #55
                      Originally posted by sobolevm742 View Post
                      Hi, can these actions be changed to match the gameplay ? To make it look like in sims
                      It is an editor tool so you can't use it right now during gameplay, but you could always just take a look at the spawning code and move it over to your game.

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