Announcement

Collapse
No announcement yet.

Map Editor using Blueprints and UMG (Now on GitHub)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I will try my best to add more features

    Leave a comment:


  • replied
    This is awesome. thank you for sharing your hard work to help others.

    Leave a comment:


  • replied
    Nice, will test this out, great work.

    Leave a comment:


  • replied
    sweet, i want this

    Leave a comment:


  • replied
    Hey RyanJon, I've been studying your project in and out and I learned a lot from it. Learning UE4 is loads of fun for me but since I'm not a programmer I get stuck here and there (more often than I would like actually). Right now I just can't figure how you change the colors of the buildings without using C++. I looked up structs and enums and looked everywhere in your project and still can't figure out how you generate buttons inside the HUD after selecting a building, how many buttons it will generate and what color they are. Same goes for the color of the building, can't tell where you define the values for the colors used. It would mean a great deal if you would at least confirm you didn't use C++ and that it is indeed just Blueprints and HUD.

    Keep up the good work
    Cheers
    NOTO

    Leave a comment:


  • replied
    Hi folks,

    you've got a very nice editor here! I think about extending/working on it but I'm not sure if some of the options I want to build are actually feasible with Unreal.
    Especially:
    - Is it possible to implement an import function for 3d models in formats like fbx?
    - Is it possible to draw something based on splines?

    thinking of other map editors: what wouldn't be doable with unreal regarding object placement, import, terrain, foliage, textures, sun, weather,...

    (i'm asking because I want to use unreal for a current (long-term, non-commercial) research project and need some kind of clarity if everything i need is actually realistic ^^.
    I want to build a map editor for a driving simulation. So, I need roads, houses, terrain, customizable weather, some physics, ai for other vehicles and more. And it should be managed via the/some map editor. Unreal was seems to be the best engine for this regarding graphics and existing functionality. But as I said, i'm not sure if everything is doable)

    Any help is appreciated

    Leave a comment:


  • replied
    Looks awsome.. Gonna start playing with it..

    Leave a comment:


  • replied
    Pretty sweet! Hopefully someday I can implement a similar editor for my own map editing needs.

    Leave a comment:


  • replied
    Wow this is amazing, genius. I wonder how far you can push the engine!? Any plans on future features?
    Thanks again, you're awesome !

    Leave a comment:


  • replied
    Thanks everyone! Glad to see you all liked it.

    Originally posted by ChrisTm View Post
    Wow , this is best new !

    How objects are listed, from a database or something else?
    End user can add or replace object ? , It would be great if the Map Editor automatically detects all objects and mechanical play.

    Realy good idea & nice work Ryan.
    Hi ChrisTm,

    Right now there are no databases or anything like that but they can be added. I have lots of ideas for this (eg: time of day slider, placeable NPC's (RPG style) etc) but I want this map editor as a template only so others can extend or modify it to fit their games.

    Originally posted by mindfane View Post
    Nice work ryanjon2040. We could use this in the community RTS project.

    About Saving the map, have you considered saving that map using a json/xml file format, so we can load and save maps? We may not be able to save the terrain (if you support deformations), but other actors and their properties can be saved very easily.
    Thanks mindfane. I had our RTS project in mind when i designed this so i made 2 camera modes which are Free Cam Mode and RTS Cam Mode.

    I never thought about JSON saving. Seems interesting.

    Leave a comment:


  • replied
    looks very promising! yeah, it would be great to see a working save/load system!

    (it would significantly boost my motivation to port my RTS editor+hierarchical pathfinder to UE4, instead of working with an apparently dead game engine...)

    Leave a comment:


  • replied
    Nice work ryanjon2040. We could use this in the community RTS project.

    About Saving the map, have you considered saving that map using a json/xml file format, so we can load and save maps? We may not be able to save the terrain (if you support deformations), but other actors and their properties can be saved very easily.

    Leave a comment:


  • replied
    Ooo I can see this going really far as you and other UE4 Community members work together to develop this!

    Great work Ryan!

    Rama

    Leave a comment:


  • replied
    Wow , this is best new !

    How objects are listed, from a database or something else?
    End user can add or replace object ? , It would be great if the Map Editor automatically detects all objects and mechanical play.

    Realy good idea & nice work Ryan.
    Last edited by ChrisTm; 02-09-2015, 02:55 PM. Reason: because of my legendary English ! so good

    Leave a comment:


  • replied
    Nice work RyanJon!

    However, How easy would it be to save out the users maps without a massive filesize? I think this would be quite a big hurdle

    Leave a comment:

Working...
X